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Discussion: Battlefield 2142 / Battlefield 2142 - After Action Reports - TG vs TTP: Highway Tampa Titan impressions - Damn guys...that is too bad. I am sure that we will get them in Conquest.
  1. #31

    Dirtboy's Avatar

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Damn guys...that is too bad. I am sure that we will get them in Conquest. I wish I was there to help you guys out.

    Congrats to TTP! You guys needed at least one win against TG

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  3. #32

    Photometric's Avatar

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Kudos to everyone participating. Hope everyone had a good time. Sounds like you all held to the standards, met the challenge, learned a couple of things and most importantly had fun. Sorry I couldn't make it and hope to be involved on the next one. I am surprised beacons work in water and don't see the water as an obstruction ala a building or throwing a med pack on top of it. Would mortaring the area destroy the beacon in lieu of the lack of airstrikes on a Titan map?
    Without darkness, how could we measure the light?


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  5. #33

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Quote Originally Posted by Dirtboy View Post
    Damn guys...that is too bad. I am sure that we will get them in Conquest. I wish I was there to help you guys out.

    Congrats to TTP! You guys needed at least one win against TG
    Bottom line is, TG doesn't play titan. We had 3 Titan maps in our rotation (out of the 20 or so) and most TGers aren't happy with that many. We're a Conquest kind of team.

    Shingle Nov 2, Belgrade Nov 9th: both 4PM EST.
    Fight!

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  7. #34

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Dates and times are now TBD...
    |TG-8th|RAGE


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  9. #35

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Quote Originally Posted by rage4order View Post
    Dates and times are now TBD...
    |TG-55| Infantry Division - Captain / JD Student


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  11. #36

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Drat - my schedule for next week got changed and I actually now have a Sunday off. But it looks like a temporary thing. LOL

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  13. #37

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    Re: TG vs TTP: Highway Tampa Titan impressions

    And.. thanks again to everyone who participated in the organization of this awesome event. Good luck for the next 2 rounds. I hope I could do both. There is nothing more enjoyable than having great times with you guys!



    |TG-8th| ShinigamiRyuk
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  15. #38


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    Re: TG vs TTP: Highway Tampa Titan impressions

    Good games, all--we gave it all we had and learned a few things about more fast-paced titan play.

    I would also like to note that there were some strange personnel issues on both sides--I believe a few TTP players were kicked/banned during the round, and I know a few of ours were, as well. Would be nice to have that resolved if they plan on hosting any of the future rounds.

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  17. #39


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    Re: TG vs TTP: Highway Tampa Titan impressions

    Quote Originally Posted by Lorax74 View Post
    You can not shoot it and you have to be extremely lucky with a grenade to destroy it. I'm not sure if RDX could do it or not, but again, you have to find it in there and get lucky and hit it. Very cheap thing to do and many consider it a glitch.
    Sorry to bump an old topic, but Damonte was curious. Can one not place a medkit on top of the beacon in that watery location to prevent spawning?
    |TG-6th|Damonte



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  19. #40

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Quote Originally Posted by Damonte View Post
    Sorry to bump an old topic, but Damonte was curious. Can one not place a medkit on top of the beacon in that watery location to prevent spawning?
    the said beacon was a good 15m out from the shore and could not be seen at all under water, snowball's chance in h e double hockey stick of stopping that beacon.
    Reapator, overlord of ponies


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  21. #41

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    Re: TG vs TTP: Highway Tampa Titan impressions

    This is a quote from Bigdog in the admin forums at TTP. Posting with his permission here at TG. Thought you guys would like their perspective as well.

    Quote Originally Posted by bigdog from TTP
    I'd also like to clear up one of your guys saying that we had less squad play, and individuals were going around solo.

    If you REALLY want to know......

    I had 6 squads.

    3 heavy assault squads tasked with holding the front, west, and south silos (front being the far north or far east, depending on where your titan was...the silo closest to it). I had one squad for air superiority/SAAW defense, stationed around your titan, and 1 fast attack response squad, which would float to necessary silos, allowing the heavies to switch to support/engineer loadouts. I also had a one man RDX squad tasked exclusively with taking out your assets the entire round. I also was near your spawn, with a vehicle sonar off your bow as much as possible.

    I had to move the front line squad to the rear a few times, especially in the first round, because you guys were making it difficult to hold. And, in the second round, you guys got better at taking the silos away on the south and west, so we would double up the fast attack and a heavy squad, if not triple up with the air squad's engineers to make sure we got the point across that ___ silo was closed for business. That is likely where you guys noticed suicides and silos all of a sudden swarming with TTP soldiers.

    Using the shield advantage we had in the first round, and seeing your titan lightly defended/unready, I sent all ground squads to attack, overwhelming your responders, taking out 3/4 cores quickly, and essentially sealing the deal.

    In the second round, you guys countered our tactics well enough. You also got our shields down first. But, you overcompensated on your titan defense the whole round, keeping armor and titan gunners in place when like I said above....I only had 1 guy down there. If you noticed in the match, yes, your guys were blowing up my assets and stealing my spawn vehicles, but I sent no defenders. If there were any in place, it was merely the gunships rearming, or the heavy and fast attack squads picking up vehicles to move out. Losing our shields first might actually have been what won us the second round, since you began your attack on our titan. I put enough men to hold you off so that I could retake the ground silos as well as put pressure on your titan once the shields went down. Your defenders were ready, and fully staffed this time, so I pulled my men off.....but it looked like you kept a majority of your defenders in place. All that manpower stuck on titan attack, defense, and asset protection gave me a large numerical advantage on the field, where not only could I hold 3/5 silos for the win, but even had 5/5 for some time. Running sat scans, for several minutes, I didn't even see your guys on the battlefield....instead they were chasing down my recon RDX man, or the SAAW engineers stationed around your titan. A distraction tactic that paid off in the end.

    Honestly though....when you guys got our shield down first......I thought we were going to lose. It's like chess....you look a few moves in advance and see the outcome. Luckily, we spooked you guys enough in the first round by taking out your assets, having SAAW's "everywhere", and swarming your titan defenses. Something I hoped you would assume we would do again.

    Your PR commander did a great job posting up his map tactic screenshots and such.....ours isn't so concrete so I can't provide such things. But I hope my explanation of your loss suffices.

    don't overcompensate. Be prepared to get swarmed. Hold 3/5 silos....and don't get greedy pushing for the 4th or 5th. And lose some of the dependence on your assets and air power. Part of our strategy was based on your air power skills, knowing your pilots are serious, and thus addicted....stubborn....tunnel visioned to stay in the air and fight. As well, given your normal stance on spawn protection, I knew it was going to bother you to have your assets destroyed, or even for an enemy soldier to be in your spawn. The amount of resources you used to track down that 1 man, as well as the 2 engineers I had SAAWing around your titan is a major reason for our win in the 2nd round.
    |TG-8th|RAGE


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  23. #42


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    Re: TG vs TTP: Highway Tampa Titan impressions

    Thanks for posting that, Rage.

    One thing I take away from it is that we're very oriented on a "one squad, one purpose" mindset. It's something I'm just as bad about as everyone else. We set up a squad for a specific purpose, then use that squad and only that squad for that purpose. Sometimes, it's okay to double up squads on a specific point if you need to strong-arm a control point, silo, or console ASAP. That's something I plan on playing around with while commanding over the next couple of weeks (if and when I get a chance).

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  25. #43

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Our air squad actually stepped off the air assets for a little bit the second round. Still, mobility was needed more, as we all pointed out at tacticalconflict.com

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  27. #44

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Fascinating read. It's good to have these points confirmed in such a competitive platform.

    I agree with Arithea regarding squads being slightly more flexible on their roles, especially on titan rounds.

    I'd love to part of one of these.

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  29. #45

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    Re: TG vs TTP: Highway Tampa Titan impressions

    Sounds epic, great write-up from the TTP strategist, all asiring TG CO should learn from this planning. Being a Scrim CO and stepping up in a regular TG game to CO are 2 completely different experiences.

    Will be checking in to see the results of the Conquest games, if TTP are as good at Conquest as they are Titan I'm expecting 3 rounds, or at least 2 very close rounds.


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