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  1. #46
    Acreo Aeneas's Avatar
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Well, this "weak sauce" serves no more purpose.

    Other than that, I'd say the 9th did pretty well, considering that we are about 3 months old. At least we aren't old hags like the 7th.


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  2. #47
    Slicklizard
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    The 9th got served as a shark fin soup.
    Last edited by Nikolas; 02-18-2007 at 12:12 AM.


  3. #48
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Quote Originally Posted by Sajier View Post
    You know, I find that the loudest talkers are usually the guys who after the scrimmage are the ones who couldn't open their mouth to give Scarlett Johansson mouth to mouth because their foot is so solidly wedged in there that their tonsils are growing athlete's foot.

    You know what helps? A solid does of Metamucil! TIME TO FACE THE IRREGULARS!
    *points up*

    Yeah, I pretty much called it

    Good game to all, it was a ton of fun, and great work by the Team Alpha planners for putting together a great battle plan.
    Sajaman/|TG-Irr|Sajier - WoW Resto Shaman, BF2/BF2142 Assault/Medic

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  5. #49


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    Re: The First Ever 2142 Scrim Trash Talk Thread

    what were the battle plans? were there any ATC style thing's drawn up?

    "...a lot of "cover" is only "concealment" when the right ordinance is applied." - Draeh


  6. #50
    Nikolas's Avatar
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Team A:

    Cerbere Defense:

    Quote Originally Posted by Jonan_ View Post
    First off we are NOT going to try and take office. It is very hard to defend and we will waste a lot of tickets. We keep the bleed on them even if we don’t have that flag (this has been confirmed).

    So we are basically going to set up a wall above this. Squad one will be set up west of south town, squad 2 to the west of the road, squad 3 to the east of the road at the opening of church and squad 4 to the far east defending the hill.

    Squad Duties:

    Squad 1: Responsible for making sure no one or no (walker) makes it up the west road.

    Squads 2 & 3: Make sure nothing gets up that road. At least one engineer per squad, with squad 2’s engineer throwing down motion mines first then EMP mines and squad 3’s engineer throwing down EMP mines first then motion mines just to make sure we are prepared for a quick buggy rush up the middle.

    Squad 4: Hold off the rush from the east. Also need to be prepared for a walker or for the FAV.

    Everyone should have noticed that at the beginning every squad needs to be prepared to take care of the walker until we figure out where it is going to go. I will do my best to slow it down with an EMP strike to slow it down. I expect that they will be protecting there walker as best as possible with engineers carrying diffusers and constantly repairing it.



    These positions mentioned above are just the starting position for all of the squads. Once the round starts and we see which direction they are going we will shift appropriately. If they are rushing the west then squad 2 will shift over to help squad 1 and squad three will be responsible for the middle. If they are coming up the east then squad 3 will shift and squad 2 will hold the middle road. If need be we will shift even more.

    Hopefully this wont happen because we want to keep the bleed going as long as possible but if someone does get past and get road block we will not be trying to take it back. One or two squads will spawn back at command center and defend it. This is a good position to pick up a lot of kills and finish them off. Assuming we still have church and town center a squad will hang back at each of these and defend it as long as possible once the flag is lost they will spawn back at command center. Unless two squads can’t hold command then I will pull everyone back to command center since we won’t have a bleed anyway.

    I may also have someone spawn at the beginning at command and bring our buggy forward so that if a few guys do get by we can race back and kill them before they have a chance to get roadblock. Still determining who should do this.

    Everything will be explained further in the ATC meeting. I think that we should be able to hold them from getting by but even if we don’t we should still win. We just can’t lose command center. Please respond with any suggestions or criticisms you have.


    EDIT / ADDENDUM

    We had our ATC session last night and picked the squads. The squads are the same as the attack plan.

    Squad 1: Infantry
    Bommando
    Fehmart
    Jepzilla
    Zid
    Tempus

    Squad 2: Infantry
    Experiment
    Tybalt
    Ultra
    Shiner
    Ironclaw

    Squad 3: Infantry
    Arf
    KaziKaos
    Troublesome4U
    JackMacOKC
    AtomicDog

    Squad 4: Infantry
    Zoopy
    DeadOnAim
    Sajier
    eGoatBoy
    Lizard

    Squad 5: Buggie
    Lyramion
    Blackluck
    ZWood

    The only differance in the plan I posted before is that we will have a fifth squad that will spawn in at command center and get the buggie. They will wait and see if anyone breaks through to roadblock and if they do it will be squad 5's job to stop them. If no one breaks through then squad 5 will take the buggie down to right above church and town center. From there they can take out as many people as possible always being ready to take the buggie where ever is needed. I think this is a solid plan and the only way we are not going to win this round is if we don't show up. Feel free to add anything. Good luck guys.
    A policy of freedom for the individual is the only truly progressive policy. -F.A. Hayek

    "$250,000 a year won't get me to Central Park West."


  7. #51
    Nikolas's Avatar
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Team A:

    Cerbere Offense:

    Quote Originally Posted by xTYBALTx View Post
    Our plan for Cerbere Offense is quite simple: We're going to rush left. All squads will head straight for Town Center right off the bat, capping Office Ruins en route. Remember, we do not stop bleed until we take a flag other than Office Ruins.

    Squad 1 will advance along the left border.

    Squad 2 will advance with of Squad 1, taking the Office Ruins flag and then proceeding with Squad 1 up the left border and hill.

    Squad 3 will advance more to the right, assisting Squad 2 with Office Ruins as needed then proceeding up the stairs towards Town Center.

    Squad 4 will advance on the main road, providing fire from a different angle on targets of opportunity (hopefully some easy rocket kills will be found as the defenders focus their fire on the three squads before them). You will then advance either up the stairs with Squad 3 or up the right side of Town Center's hill, flanking in. We'll have to wait and see.

    The walker will advance along the left side, and please remember how vulnerable the walker is over there. I have included an extra Engineer for this vehicle (three total) - make sure this engy is able to disable the motion and EMP mines likely waiting you. Your main purpose, walker squad, is to draw attention from the troops and to suppress the enemy infantry. So try to stay alive, and don't get overly aggressive.

    Once we take Town Center, I want us to rain hell upon Church (we're not taking Church first precisely because it is so exposed to fire from Town Center and elsewhere).

    IF we get both Town Center and Church, I do NOT want to take Roadblock. Roadblock is a very exposed flag, and if all of the enemies are concentrated at Command Center, they will be able to rain explosives on our heads. I want us to engage the enemy between the Town Center/Church line and the Roadblock area.

    CO: Tybalt

    Squad 1: Infantry
    Bommando
    Fehmart
    Jepzilla
    Zid
    Tempus

    Squad 2: Infantry
    Experiment
    Jonan_
    Ultra
    KaziKaos
    Ironclaw

    Squad 3: Infantry
    Arf
    Shiner
    Troublesome4U
    JackMacOKC
    AtomicDog

    Squad 4: Infantry
    Zoopy
    DeadOnAim
    Sajier
    eGoatBoy
    Lizard

    Squad 5: Walker
    Lyramion (SL - Driver)
    Blackluck (Gunner)
    ZWood (Eng)

    Attachment 1220
    Last edited by Nikolas; 04-22-2007 at 11:15 PM.
    A policy of freedom for the individual is the only truly progressive policy. -F.A. Hayek

    "$250,000 a year won't get me to Central Park West."



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  9. #52
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Team A:

    Belgrade:

    Quote Originally Posted by Tempus View Post
    Brief overview. I'll flesh this out more after the ATC session.

    Primary Objective: Take and hold Statue

    Secondary Objective: Take and hold Comm Tower

    The goal is to take both Statue and Comm Tower, and then hold whatever flags are behind Comm Tower (towards the UCB). With the enemy bottled up to either the north or the south, the APC will wreak havoc from the road in front of Statue. This road should be the primary location of the APC at all times. The tank will be primarily on anti-APC defense and support. The walker will be used at Squad 1's discretion, but it is imperative that Statue not be lost.

    Taking Statue will be a challenge, so the inital plan will be to load up SLs 1-3 into the buggies and get there ASAP. 3 members of Squad 4 will support in the APC(2)/tank(1) while the other 2 members cap the 2 flags immediately near the UCB.

    After Statue is taken, all squads will be responsible for getting to their assigned CPs immediately.

    Squad 1 -- Take and hold Statue.
    Bommando
    jepzilla
    fehmart
    zid
    arf
    Kazi

    Squad 2 -- Take and hold Comm Tower
    experiment
    ultrablue
    Shiner
    Tybalt
    Jonan
    troublesome4u

    Squad 3 -- Backup Comm Tower (Playground/Monorail or Ruin/Pond)
    Zoopy
    Slicklizard
    eGoatBoy
    Sajier
    DeadOnAim
    AtomicDog


    Squad 4 -- APC/Tank duty
    jackmacokc
    Lyramion -- APC Driver
    Zwood15
    Ironclaw
    BlackLuck_13
    A policy of freedom for the individual is the only truly progressive policy. -F.A. Hayek

    "$250,000 a year won't get me to Central Park West."


  10. #53
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    You guys supported your walker much better then our team did. Made the difference on the second round.

    First round, we just got plain whipped!
    Battlefield 2: Battlefield 2142: WoW: Oblivion: NWN2


  11. #54
    Red
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Yes, nothing else than a good wipping. Please try to make teams more even next time. We had a lot of people in the ping of 200s.

    Overall I had atleast a little fun but nothing compared to the long BF2 or POE scrims. The ticket count and small maps really hurt the tactics of this game. It was mainly a rocket fest.



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  13. #55
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    I would love to see it last longer as well either have it be best out of 5 or change the ticket count. It seems like a lot of planing to only get to play for 40 minutes. It was still the best game I have been in. Good job everyone.


  14. #56
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Would like to see another scrimmage soon. Can we have it on Belgrade next time. I still say it is the best suited map for scrimmages.

    Quote Originally Posted by Bommando View Post
    I kind of hoped this wouldn't regress into balance whining. Both teams should be gracious in both victory and defeat.
    Not everyone feels that way. You guys are very skilled and your planning did seem better. It was my first TG scrimmage, and I learned alot. Next scrimmage should be much more competitive... at least I hope so.
    Battlefield 2: Battlefield 2142: WoW: Oblivion: NWN2


  15. #57
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Thanks for posting our plans tybalt, I think the team that was defeated should really take a good look -- because as tybalt said, we had a good plan and we stuck to it, and it just goes to show you the TG method of play is pretty hard to beat.

    I know this was TG vs TG, but I think it underscores the value of planning. Great job everyone, very fun and challenging two rounds.

    edit: is anyone going to post the other screenshots as well? I'm curious what some of the numbers were.
    |TG|JackMacOKC (PM Me)


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  17. #58
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Quote Originally Posted by RedBane View Post
    The ticket count and small maps really hurt the tactics of this game.
    I would also like to put in a vote for bigger maps and more tix.


  18. #59
    Lyramion's Avatar
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    I was on Team A and my ping of 360 evens everything out. I really dont know why it was so high on that day. I DO live in Germany but the worst ping I get into the USA is around 110-170. Is that server placed in Alaska now?!


  19. #60
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    Re: The First Ever 2142 Scrim Trash Talk Thread

    Quote Originally Posted by RedBane View Post
    Yes, nothing else than a good wipping. Please try to make teams more even next time. We had a lot of people in the ping of 200s.

    Overall I had atleast a little fun but nothing compared to the long BF2 or POE scrims. The ticket count and small maps really hurt the tactics of this game. It was mainly a rocket fest.

    That is what I have been pointing out over in our forum. Don't get me wrong I am not ranting or anything, I just went in expecting very exiting infantry battles and ended up getting a rocketfest instead. I am sure there were more rockets shot than bullets during both rounds.



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