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Sunday Bloody Sunday VS Black Sabbath


Junglist

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Originally posted by poesel71:

So we were Jung, jby, aittaMM, IG and myself - thats not very much.

Sadly I got sacrificed on the altar of Ikea that afternoon. Now I have a vast number of bits of wood to assemble into some strange structure.

Still, I live in hope that I might make it next week.

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The numbers were low, but the calibre of play was quite high. Other than the one on one game with Poesel, for the first time in recent memory I was on the losing side in every game - that was different. Kudos definitely go to jby, aittaMM, and IG. Looking back on the games a few mistakes were made which turned out to be rather unfortunate - accidentally crashing all the Hermes at the start of a game without realizing it before too late and ignoring enemy infantry hidden near the objective both stand out. For whatever reason my reaction time and aim both seemed to suck for much of yesterday (sorry Poesel, I only was really on firing on all cylinders before we teamed up), and with the aforementioned foes one doesn't have a lot of room for error.

For what it is worth I experienced very little lag during yesterday's games; only having 5 players could have something to do with it. While I'm on the topic of lag I would like to suggest we avoid using the smoke options for now. I'm sure most of you have noticed how this adversely effects the frame rate. The combination of smoke and one of the larger maps often stutters the game to the point of being unplayable.

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first of all, thank yog that delta pavonis is back!

lag wasn´t bad but then we were only 5 players.

@ sea cliffs

there was one funny moment when i came down the road towards the base from the N in a 20mm paladin and somehow managed to get past poesel and jung without getting killed, i think i even got jung en passant. poesel switched to another vehicle though and got me as i entered the base.

when we then managed to retake the base i hid on one of the hills with inf and depleted the enemy heavies with at grenades. infantry is really the way to go in this level because there are so many hiding places (on the two hills and in depressions on both sides of the eastern road )around the objective.

@ swamp

3 (IG, aitamm and me) vs 2 (jung & poesel), so not entirely fair, but we did manage our reinforcements well. there was always a new thor or apollo trundling up whenever i got killed.

@ black canyon

again 2 vs 1 (poesel, me vs jung)

poesel handled the defense and i went about reducing the enemy base defences very methodically. O course i´ve played this one against jung several times and i know his tricksyness ;) (like taking the enemy base and then destroying his own with arty), so i waited un til the end of the game to make the final push.

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I tried to drop in for a bit today, but every time I connected, I would get the "Server Not Responding" error within a few seconds. (You guys may have seen me pop in and out a few times)

After trying this 2 or 3 times, my laundry was done, and it was back to real life >.<

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sea cliffs was good yesterday. the classic famous last words: 3min before the end I thought: they can´t possibly turn this around...and left my post (defending the objective) and went tank hunting with infantry only to witness a well coordinated last ditch charge into the objective :mad:

as for the lag: I think we should voluntarily keep it to a max of 6 players (at least until the next patch). everything above is unplayable (see the server crash while playing black canyon yeserday)

I think we would have had enough players at 3pm EST to play on 2 severs with 6 people each.

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Well guys, I know we have had a lot of problems with connectivity lately, but today is Sunday. I'm hoping most of you regulars will be able to make today's battles. Poesel - your threat tables are very nice and useful and all, but if you rather spend another Sunday night playing with data tables instead of blasting people on distant planets, we're going have some issues. (hehe)

See you there.

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Originally posted by aittam:

well we lost one and won two but on volcano we won by a strict margin, it was more or less like fort apache, death gulch was more of a well planned action with something that went really wrong on the other side I'd guess

Ah Death Gulch. I made a mistake - I should have stuck a sensor jammer and sensor combo next to that eastern tower so I could see when Jung tried to steal it. By the time I realised it had been captured (I'd just destroyed the North-Eastern tower) it was too close to the end time to complete a capture or destroy it. Good timing and technique by Jung et al closed the door in my face several times as I tried to "Hurri" the tower out of existence.

Fun fun fun!

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Death Gulch was definitely one of the more intense battles I've played. After dueling back and forth for awhile the map had been reduced to 4/6 facilities. As soon as we realized Nexus was on his way to reducing another of our towers it was clear we needed to use that time to capture 1 of Water's 2 intact towers. The last few minutes of the game were spent desperately trying to hold onto what we had just gained, and involved some fine carnage, if that is your sort of thing.

Nexus: the sensor may or may not have helped Water detect the 3 cutters we sent at your southern tower, as they were supported by a hermes escort.

It should also be noted that for much of the gaming on Sunday Blood outnumbered Water, which does throw the balance off.

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Originally posted by Junglist:

Nexus: the sensor may or may not have helped Water detect the 3 cutters we sent at your southern tower, as they were supported by a hermes escort.

Depends on how disciplined the cutters were. Humans have a tendancy to shoot jammers and sensors on sight, and their loss is reported to the team. It would require iron nerves on the part of the Hermes to resist the temptation to shoot the sensor...
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  • 2 weeks later...

Oh, OK not a full blown AAR, but I´d like to comment on that last black canyon game.

Jung is on the other team so I said to myself: I bet he´s going to try and arty us out of existence, so I position 3, yes, three hermes in our base. As predicted the first rounds come in, and BANG, 2 hermes destroyed and one severely damaged. Mustr have been 8 perfectly timed rounds! At this point it would have been smarter to join Nexus in the attack but I wasted several dropships trying to save our doomed base by flying in reinforcements. I blame shell shock.

Blood, my team totally ruled the ice map, volcanic deposits and hmm, is it called roadblock?

We had total awareness of the enemy´s whereabouts. I just sat there in my mercury lazilly pointing to water´s positions, while blood termination squads ambushed the enemy, it was cruel. :D

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Originally posted by __Yossarian0815[jby]:

[QBBlood, my team totally ruled the ice map, volcanic deposits and hmm, is it called roadblock?

We had total awareness of the enemy´s whereabouts. I just sat there in my mercury lazilly pointing to water´s positions, while blood termination squads ambushed the enemy, it was cruel. :D [/QB]

Ah yes - I think you mean SlugFest. Blood laid out the minefield around the base to channel the opposing forces into certain routes, we laid the turrets out to hammer anyone who poked their nose over the ridge and had roving teams picking off the enemy forces, ably assisted by PHONON who was flying the Viper DS in a tank-bowling-and-recon role. Blood win.

On Volcanic deposits, we continued the "Fun with Viper DS" theme - Nexus deployed a Paladin SAM controlled by Kevin, which was then picked up and flown to any dropship zones by PHONON. After that, it was really just a question of harrying the attackers as they tried to climb the hill. One of the things that Volcanic Deposits has taught me is that the attackers are very vulnerable to defenders deployed at distance from the objective. In one action, Jung was assembling a force of Thor Ms parading up the SE flank of the Objective, so I dropped in behind the column and piled 120mm AP and HEAT rounds through the soft rear armour of a half-dozen tanks. Blood win.

On Raid (Ice World), the defenders laid in Hermes to protect the SAM installation, mined most of the intersections around the base. We set jammers, sensors and AA batteries around the periphery to try and take out the unwary dropship piling into the assault. Unable to destroy the SAM tower, the defenders lead assault after assault from the periphery. These assaults were repeatedly blunted by the roving Blood Executioners, and the few Water tanks that made it close to the base were dealt with severely. Blood win.

Dead Gulch was Blood's Waterloo. Jung (Water) attacked us immediately with Thor Ms and by the time we had established any sort of anti-mortar defense, our base looked like a Walmart store after Boxing day sales. Needless to say, Water's base had laid in AA and anti-mortar support and repelled Blood's attempts at levelling Water's base. Blood's attempts to capture Water's base were finally defeated when we ran out of Dropships. Water win.

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