TCS style damaging or helpful when playing matches outside of dMw?
Yeah, to explain. I love the way we play the game here at dMw but I can't help worrying at the back of my mind if we are going to have problems (or indeed have had them) playing matches against teams that don't follow our 'rules'. :crying:
For instance let's take a very basic example:
We are playing as T on dust2 and are waiting between spawn and the two sets of doors leading to long A for a minute or two but are surprised when a couple of CT's rush out with flashes and spraying everywhere and doing a lot of damage.
My first point is this:
By playing our TCS way, are we likely to forget that the other team might not be obeying basic principles of being a CT on dust2? i.e. protecting bombsites? Maybe sending one or two guys out to 'sacrifice' themselves is a legitimate tactic for some teams out there? :g:
Perhaps this isn't the greatest example but I think you will all know where I am coming from? :doh:
My second point is that on our ladder we play four on four but isn't five on five more common 'out there'? Again is this likely to effect our performance in matches because we are used to playing four on four instead? :blink:
Your thoughts on whether this has happened to you or whether you think I'm worrying uneccessarily would be much appreciated!
Cheers guys and see you on server later! :D
'out there'? /me shudders. Out there, be monsters. :flasher:
Stay in here where you're nice and safe. :stroke:
Yes, it is a "problem" when we are playing T on a DE map. However, we have benefit when we play CT. However, the SL for the match are aware of this and we usually try to prepare for this. Also we usually throw in some training sessions before the matches without TCS rules.
played on serveral matches for the dMw team, and you tend to be aware a lot more when playing match. Different mindset so to say, and it doesnt hamper much at all.
For matches i find you usually know what to do if the opposition will rush, we just manage to fit this around our style - stick together as a team, but look behind as well. :narnar:
are there enough plyrs to boost the ladder teams to fivers?
Quote from: Le Rouge;223522are there enough plyrs to boost the ladder teams to fivers?
Its been a hard enough slog to get just 4 per team thus far...
it could probably happen but you would need more active people and more people willing to play more of the time..
yeah, 4 is good enough atm
otherwise it also might be to tempting to have 2 go a, 2 go b and 1 roam.
4 people is limiting the posibilities, and really makes tactics count more then plain skills
In a match you switch off the "I'm safe here" part of your brain and turn onto "Constant panic" (or atleast I do). I expect people round each corner, and better team work due to the smaller teams.
(I've never been amazing at matches though due to my highly variable skill - I have the same problem with pool, one match I'll pot 4-5 balls each turn, the next game I'll pot the black on an easy shot.)
The lone-gunman is the enemy of TCS, but if the tactics are setup right, there should be a guy getting your back, and the odds are better 2:1.
Personally, I think that TCS can be beneficial to matchplay.
Teamwork, discipline, patience etc are all good attributes for matchplay;
you just have to forget boundaries and remember the flanks.
It was my understanding that the ladder was started in order to develop our "competitive edge" and so that maybe, one day, we might have enough keen
killers to restart a competitive CSS team.
Support the ladder by playing matches more regularly, and the skills will come.
my 2p
:flirty:
Quote from: Le Rouge;223522are there enough plyrs to boost the ladder teams to fivers?
are you kidding?? we can't even get our full squad to show up for matches let alone practices..
:lmfao: Doorman - so true, so true
Ref: The Ladder.
We did toy with the idea of making the ladder a team of four plus one extra player, drawn from the substitutes' pool making teams of 5. However it was decided that this would hamper the four players who would have learned their own tactics and playing style as a tight-knit unit.
If anyone two teams wants to play with five players then I have no problem with them both pulling in a sub to join in so long as both teams agree this in advance.
PEN
Quote from: Blunt;223584Personally, I think that TCS can be beneficial to matchplay.
Teamwork, discipline, patience etc are all good attributes for matchplay;
you just have to forget boundaries and remember the flanks.
It was my understanding that the ladder was started in order to develop our "competitive edge" and so that maybe, one day, we might have enough keen
killers to restart a competitive CSS team.
Support the ladder by playing matches more regularly, and the skills will come.
my 2p
:flirty:
:withstupid:
Quote from: Jabbs;223504For instance let's take a very basic example:
We are playing as T on dust2 and are waiting between spawn and the two sets of doors leading to long A for a minute or two but are surprised when a couple of CT's rush out with flashes and spraying everywhere and doing a lot of damage.
You should only be caught with your pants down once :) This did happen to RoAR a few times but when you start to use this and flank when defending, it's a winner.
Regarding 4v4 verses 5v5. You have to put extra thought into tactics as often you don't have enough men to cover all the exits. I think this can only be a good thing, we will have to creative and take extra care, this could all be taken across to any 5v5 matches.
In my short but distingushed time with you dMw lot and in terms of this topic TCS has only improved my game play.
Where I used to rush in where angels fear to tear I now flow with the map check corners and angles time and again, this makes me a frustrating target for a ordinary player rushing through an open space to find me waiting with a clear shot.
that leads onto because of the TCS Style where I know my team is with me and I have back up I have had a chance to develop other skills like positioning, accuracy, nade skills (still poor) and a cool headetc
These attributes are lethal not only in CS but lots of other games...
Quote from: Penfold;223588However it was decided that this would hamper the four players who would have learned their own tactics and playing style as a tight-knit unit.
PEN
:roflmao: You obviously haven't seen us in action
Quote from: BlueBall;223630:roflmao: You obviously haven't seen us in action
He must've meant tight nits united.:D
Knitted Tights United?
I hope no one got the wrong impression by my questions by the way...in fact I would agree with Venom. Some of you may have noticed that since my joining dMw my skills and overall game play have improved a lot and for that I am grateful that we play the way we play.
If I had joined a 'normal' clan, I would have got frustrated and probably my team mates too cause I wouldn't have been able to improve and play quite like I have done. Matches and 'proper' tactical CS would have been more critical and pressure would have be on to perform.
What I would like to suggest if possible is on occasions if there are ten players on the server perhaps we can suggest going to Tourney server and having a practice 'match' 5v5 no boundaries etc.
For most part I think we can all agree that playing TCS 'public' gives us the opportunity to play the correct style of play whenever we feel like (or have time to) play.
I'm loving the responses here though - thanks!
Quote from: Jabbs;223703I hope no one got the wrong impression by my questions by the way...in fact I would agree with Venom.
I certainly didn't get the wrong impression and it's been an interresting thread to read, especially the bit about the tights. :flirty:
Quote from: Jabbs;223703[/COLOR]What I would like to suggest if possible is on occasions if there are ten players on the server perhaps we can suggest going to Tourney server and having a practice 'match' 5v5 no boundaries etc.[/COLOR]
I'd rather we didn't do this. It's one thing having a Ladder match at predefined times as other members know what is going on and know the match will be over in 30 minutes or less and can look forward to the players returning but I don't like the idea of emptying Boomer or Meathook to move to Baldric for non-TCS play and anyone else wanting a game, having to play with bots. We're not currenty in any official leagues/ladders and if/when we do rejoin, we will have plenty of time to organise practice matches to get us ready for it. :)
Quote from: Whitey;223705I'd rather we didn't do this. It's one thing having a Ladder match at predefined times as other members know what is going on and know the match will be over in 30 minutes or less and can look forward to the players returning but I don't like the idea of emptying Boomer or Meathook to move to Baldric for non-TCS play and anyone else wanting a game, having to play with bots. We're not currenty in any official leagues/ladders and if/when we do rejoin, we will have plenty of time to organise practice matches to get us ready for it. :)
No Problem and understood Captain! :norty:, thanks for the reply :D
I've been following the thread a bit and have to say that TCS really helps your matchstyle aswell. Good VC's, helping out, teaming up, all stuff that we use in TCS that also are really helpfull in matches.
With TCS you know people will be defending the bombspots and such and from that you know all the gitspots where people can hide.
One thing that I do keep saying is that people should know where the meetingpoints are when both sides rush on maps (as in where to throw a flash so your side has an advantage, the funny thing is, when I get flashed doing that and Sadako is on the otherside, I know it's him).
-=[dMw]=-DuVeL;
"A flashbang a day, can keep them nasty rushers away".....
Quote from: DuVeL;223723One thing that I do keep saying is that people should know where the meetingpoints are when both sides rush on maps (as in where to throw a flash so your side has an advantage, the funny thing is, when I get flashed doing that and Sadako is on the otherside, I know it's him).
-=[dMw]=-DuVeL;
"A flashbang a day, can keep them nasty rushers away".....
Yeah TCS is very beneficial to learning these kind of things. An interesting point to mention is that of TIMING. :norty:
Timing as you rush is so important. What I mean is you/we should be aware of how long we have taken to 'buy' and get moving and therefore from that we should learn to be aware of where the enemy is likely to have made it to. Will they have made it to gitspots? :rolleyes:
But that is digressing slightly of course! Thanks for the comments though. I would love to play 5 on 5 though so that we can learn to be quicker when talking tactics (especially when deploying the 5th man). The 5th man would be like the 'sweeper' in footie perhaps or an additional man at a bombspot that is harder to defend/attack. :eyebrow:
True about the buying part. I know the combinations out of my head and can manage buying easily within the timelimit just before the start of the round.
What also interesting is aim, headhight around corners and burst over long distance.
Another thing, good for TCS but also good for matches; a decent headset. Good for VC's but also for giving the info about where an enemy is coming from.
The intention of this section was in the beginning to improve the quality of TCS. Reading through it I find it to be applicable for both match and TCS style though. I think that the dMw Ladder is a good first step to get some match practice. Maybe we will get into Enemy Down or similar ladders in the future. However, I see a problem in that as some have difficulty showing up for a ladder match on time or at all. But that is a separate thread.
Quote from: Dr Sadako;223777The intention of this section was in the beginning to improve the quality of TCS. Reading through it I find it to be applicable for both match and TCS style though. I think that the dMw Ladder is a good first step to get some match practice. Maybe we will get into Enemy Down or similar ladders in the future. However, I see a problem in that as some have difficulty showing up for a ladder match on time or at all. But that is a separate thread.
'Some' people have difficulty in turning up for matches (as is highlighted by the need for subs all the time) of course but I feel we have enough players around who can be available for a 5 person team IF (big if I guess?) we play in ED or something. We have what eleven teams in teh ladder? If we did play one or two teams in ED, then I'm sure we have the players to do so. Also there are several players I notice who would make up a very good team indeed!
I'm excited about being here guys. It might sound daft but I'm thrilled that we talk about improving game play and possibly moving on in the future too. The framework that has been set up by you peeps is a fine foundation to build on if we (well you really) decided to use it (i.e. ED or whatever).
Laters!
Quote from: Jabbs;223791'Some' people have difficulty in turning up for matches (as is highlighted by the need for subs all the time) of course but I feel we have enough players around who can be available for a 5 person team IF (big if I guess?) we play in ED or something. We have what eleven teams in teh ladder? If we did play one or two teams in ED, then I'm sure we have the players to do so. Also there are several players I notice who would make up a very good team indeed!
I'm excited about being here guys. It might sound daft but I'm thrilled that we talk about improving game play and possibly moving on in the future too. The framework that has been set up by you peeps is a fine foundation to build on if we (well you really) decided to use it (i.e. ED or whatever).
Laters!
I have replied here (http://www.deadmen.co.uk/forum/showthread.php?t=22737) instead as I think it shouldn't be discussed further here.