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06-06-2008, 02:29 PM #16
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06-06-2008, 03:03 PM #17
Re: 0 players on password night?
Just be happy it's being worked on and they're in the testing phases right now. Besides, enjoy a little break because when it does come out the server is going to be jam-packed again, and from the looks of the new maps and the quantity of new maps, it won't be empty for a long, long time.
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06-06-2008, 04:26 PM #18
Re: 0 players on password night?
I had a good game of kashan last night and since I dont even like Kashan normally you can take that as high commendation

The amount of players isnt so important but I agree the player count has to match the map size or it does become sucky gameplay
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06-06-2008, 04:29 PM #19
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06-06-2008, 04:34 PM #20
Re: 0 players on password night?
Dont agree. Its quality not quantity and there is plenty of small maps we could play, that I have never played even.
I posted up all the 16p maps that are viable for a good game in the main password thread, it doesnt allways have to be global thermonuclear warfare to constitute a good game
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06-06-2008, 06:33 PM #21
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06-06-2008, 07:56 PM #22
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06-06-2008, 08:24 PM #23
Re: 0 players on password night?
I dont enjoy the current TG password nights, and dont plan on attending them for the near future...
My main problem is that it does not seem to increase the level of organization or realism, all it does is increase the amount of players who know the maps by heart and could navigate them with their eyes closed, they know all the little tricks and exploits that are currently present in PR...
I would be interested once again in TG password night if instead of running twice a week in a seemingly completely random fashion, it was a more organised event held only once a week. To give the password night a bit more overall organisation without adding too much work for the admin team. Just have a handful of experienced commanders volunteer themselves ahead of time each week for both teams on each password night. For example, say 3 commanders for each team volunteer, so that they can take turns for the 6 hours. The commanders in my mind make or break the organization of a team currently, and I have just not been seeing that happen on TG password nights for quite some time.
The main problem I think is that experienced TG squad leaders are so used to having NO commander, that even when one steps up they dont bother to follow orders and just do their own thing anyways, which is really upsetting and counter productive to a coherent team that works together.
my 2 cents..
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06-06-2008, 09:48 PM #24
Re: 0 players on password night?
Well we do organize password night events once every month or so, lately we've done a few Schoolyard Pick-ems with designated volunteer Commanders picking teams. i agree that the password nights do get a bit stale, especially Thursday since it starts later and people bug out earlier. Sundays start earlier in the afternoon (US time) and there are more people playing.
|TG-6th|Belhade
"I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy






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06-06-2008, 09:54 PM #25
Re: 0 players on password night?
I see this alot too...more when I'm not commanding then when I am...and it is frustrating. My remedy for this is simple. Since 80% of my play time is commanding, I have learned the tendencies of ALOT of squad leaders. When I see them having a certian squad I know they have something in mind. In my eyes, games are supposed to be fun as long as it's not at the expense of somebody else (Tk'ing, etc). So what I will do in these situations is build a strategy around these squad leaders proven and effective tactics. Not to toot my own horn, but when doing this I have never lost a match by more than 20-30 tickets...and many of these rounds have been blowouts.

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06-06-2008, 10:08 PM #26
Re: 0 players on password night?
Hah! Where were you last night when we dominated Qwai last night as the U.S. when our infantry squads rushed the Temple flag (tactically!) and secured it while other squads took the remaining flags. It was great.. and then EVERYONE on the server CTD'd while the server was still running. When we all reconnected, the server was never down and everything, ever vehicle, every flag, every ticket, was exactly where we left it.
Anyways, with the release of 0.8 near, I think it's a good idea to grab a supporting membership soon
I don't want to miss the new maps on the TG server. That's the real test right there.
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06-06-2008, 10:10 PM #27
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06-07-2008, 05:31 AM #28
- Join Date
- Jul 2007
- Posts
- 88
Re: 0 players on password night?
Basically that is on any server where I have played.
A SL makes a squad, wants everyone to do his thing and ignores the rest. The commander is just needed for the bunkers and stuff once they realize they can only come so far without a single spawn point on the map.
I've seen 4 infantry squads on Kashan and 2 air wannabe squads and no tanks squads at all, most we're soloing MBTs inside the squads on certain rounds and half the US Outpost assets stayed there forever.
I even had rounds where I joined Kashan 2 hours into the round, went past MEC/US Outpost CP and most if not all assets were still there.
I also had some really bad pw nights in 0.6, when TG accidentally ran that modified configuration and you could get any kit not depending on how much people you have in your squad etc.
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06-07-2008, 08:18 AM #29
Re: 0 players on password night?
Its a bit of a bug/mixup I think. Saw this mentioned recently over at hq
http://www.realitymod.com/forum/f28-...blic-ones.html
Originally Posted by R-DEV-dbzao
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06-07-2008, 11:12 AM #30
Re: 0 players on password night?
I have to agree with fuzz here - password nights are really nothing any more special than any other night when a team decides to coordinate over teamspeak. Marine mentions Qwai from Thursday - which was great fun - but it was my decision along with Nardini's to assault Temple, not our CO's. He wanted ALL squads to go after the Mine flag first.
Perhaps we should just have password nights on Sunday for a while, and perhaps run it like a scrimmage. We set the map rotation up a week ahead of time - say 3 maps, and have sign-ups for COs for each map (probably have to be a SM). Teams fall where they may, but the CO has his plan and gets the squads to execute it. Might not work, but I think that something like this would help out password nights. Pick 'ems are fun, but there isn't all that much planning involved in one.
Guess it's time for another internal scrimmage, huh?
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