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Discussion: Game Forum Archives / Enemy Territory: Quake Wars - Better GDF Coordination - First off to Sc1ence, great job keeping the server going man, I know how tireless
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    rydogg1's Avatar

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    Better GDF Coordination

    First off to Sc1ence, great job keeping the server going man, I know how tireless and thankless job it is managing a game server.

    One to those playing, we need better coordination within the GDF, we lost I think 6 out of 7 matches tonight. We had good communication for the most part, but I still feel like we just can't seem to get it done. Very frustrating.

    Most players who play Strogg will continue to have the upper hand whether via better teamwork or via better skill.

    I enjoy the challenge but hope the GDF players step it up. I know I will try to be more vocal in GDF work.

    Oh and damn SD for the 1.4 shotgun nerf.

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  3. #2

    sc1ence's Avatar

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    Re: Better GDF Coordination

    I am glad you like playing here. I appreciate the complement, but we would be nothing without the admins and players we have. I am fortunate to GO for such a great community.

    In general I think we could improve the teamwork on both sides. The major problem is when one team is organized and the other team is not. You can take two teams in this game with equally skilled players and one team can dominate if they work together as a team. The admins are discussing ways we can improve the level of teamwork on the server. We are hesitant to start making nitpicky rules concerning how to play, but at some point, we do need to elevate the quality of play across the game. TacticalGamer is much more than just a great group of mature gamers. We really take pride in playing games in a way that is consistant with our primer

    One of the more difficult concepts to understand in the primer is the 3rd purpose of TG.:
    3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
    For ETQW, this means playing the game in a way that is consistent with the game world and design. ETQW is meant to be very fast paced, but that does not mean we should not play with great teamwork and smart tactics. ETQW is meant to be a team game, thats why balance is so elusive. when you get a few people working together it can completely blow away a disorganized team.


    Some of the things we can do is get our members making more tactical posts, have some practices, scrims and TGU training sessions. It would be great if we could develop some standard operating procedures for how to best play this game the TG way.

    If our players want to suggest some rules that you think could help improve gameplay we are all ears.

    “Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin

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  5. #3

    rydogg1's Avatar

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    Re: Better GDF Coordination

    We had great GDF work last night. A lot better coordination and voice work.

    As for upping the level of gameplay I've been playing ET:QW since closed beta, way before open and the gamespy demos. Those early beta days were invite to clans and several website gaming communities, one thing that always seems to be consistant is a nice balance of classes, that means medics and soldiers. A lot of the victories in terms of ET was the fact that medics were in supply and were able to heal/revive.

    I don't want to bring up a potentially sensitive topic, but any consideration to class restrictions. A team can be easily sabotaged by five folks wanting to play sniper when the objective doesn't call for it.

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    sc1ence's Avatar

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    Re: Better GDF Coordination

    In general I am open to class restrictions. Enforcing them by rule sounds very difficult however. There are always exceptions to rules. For example, there will be times when it makes sense to have everyone on the team be a recon. The main rule we have is "work as a team." Enforcing this rule means kicking and warning people that are not playing the objectives. It is more of a judgment call on the part of the admins. Part of the issue is that we dont really have enough active admins right now. Admins need to be supporting members, there are a few non supporting members that I think could help with this, but they lack the power to enforce a teamwork rule. In general we are trying to put more focus on teamwork, but without the manpower, it becomes very difficult to make a significant difference.

    It does start with the TG players though. We lead by example. The more you act as a team, the more those around you buy into it. Never hesitate to contact an admin to report players that are not working as a team. Especially players that routinely play on our server. You can report them after the fact using the contact an admin forum. If people are not playing as a team, they should not be playing on the server.

    “Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin

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  9. #5

    FriedCoD's Avatar

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    Re: Better GDF Coordination

    too bad theres not like a way to force change some1 lets say
    if: hes a covert ops, doesnt deploy a radar within , idk.. 6 minutes? 8 minutes?
    (enough time to rule out the possibility if hes been really trying, but just dies too much.)

    ive seen alot of snipers that dont deploy radars... and when the team REALLY NEEDS! a radar, and are yelling at the sniper to put one, but he wont xS

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    ScratchMonkey's Avatar

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    Re: Better GDF Coordination

    Quote Originally Posted by FriedCoD View Post
    too bad theres not like a way to force change some1 lets say
    if: hes a covert ops, doesnt deploy a radar within , idk.. 6 minutes? 8 minutes?
    I think a better solution would be to nerf his scoped rifle until a radar is up. Allow only half magnification (or none) if no radar is present.
    Dude, seriously, WHAT handkerchief?

    snooggums' density principal: "The more dense a population, the more dense a population."

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