rincewind wrote:Anyone have any thoughts on why they think last week didn't really work for the D-Team?
1. Only three people were communicating
2. The RR plan needs 4 people to work (2 in the RR, one in the upper room, and one in the upper spiral).
rincewind wrote:My opinion is that the players on red were simply just better. Myself switching to lift defence seemed to help for maybe 20 minutes, in which time much to my astonishment we actually started scoring. Eventually red started scoring again, all the traffic going through the corridor on the way to the basement. I switched to basement/flag room defence during the last part of the game but still the caps came.
Red
was very good. At one point out of sheer desperation, I said f**k it, "all Blue to the FR now". Thankfully scorpionz came down, and we did manage to slow them down, and thanks to you guys, I was given some breathign space to biuld at the FR itself, like a newb.
rincewind wrote:Admittedly alot of blue energy was wasted in the later half of the game on complaining and arguing.....I'm guilty myself of moaning about a red player doing nothing but camping inside blue re-spawn.
Yea that was irritating, but I always get respawn guard, and let the guy waste his energy.
rincewind wrote:Interesting to note though that the line did hold for atleast 15 minutes. Not a single red cap so its a start. I think organised teams are perhaps the way forward. Next time though......."GURUS ON BLUE!"
Well, I'm for ANY form or organised teamplay. Tomorrow I'm hoping that all Blues will have ventrillo, and we'll stick w a plan. To summarise, the three basic positions are:
2fort5r RR D
D1. Lift (helping out in RR)
D2. RR, with direct line of sight to:
D3. Upper room, taking care of balcony and grid jumpers, and has direct line of sight to
D4. Upper Spiral
D5. FR, who ideally will only deal with pre-damaged Reds.
2fort5r GRID D
D1. Eng w tes over the grid
D2. Under grid -covering the water tunnel entrance
D3. Bridge using the Foyer for cover
D4. Bridge using the Foyer for cover
D5. Balcony to stop rocket jumpers, air fisters
2fort5r FR D ("newbie panic")
D1. Eng in the FR
D2. Lower spiral
D3. Bottom of lift
D4. In the area outside the FR
D5. In the area outside the FR
I'm happy with any variations to these plans. If we alternate between these three I'm (cautiously) confident that Blue can win! OR we can take turns at being the 'general' and giving specific instructions to the other players. As I've said, I'm just as happy to follow 'orders' as to give them, as long as "someone* has a plan, and we're working together and communicating, I'll be happy!
OMC