Training for the funwar

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    Posts
    • #12137

      Please vote when its possible for you to do the war:

       

       

    • #12167

      We will try to do a training this evening around 20:30 CET as we have a admin meeting around 20:00 CET

      Maps:

      • Domination Argonne Forrest
      • Rush Amiens

      Rules:

      • Killcam off
      • No vehicles

      After the training, i would like to ask all members to discuss tactics on this thread. To help you i have the map layout of domination, Amien Rush will follow:

       

      ARGONNE FOREST DOMINATION

    • #12173

      Hi there! I had two problems:

      Placement in Rush: Some members preferred staying far outside the targets so spawning on them (especially in small squads) was stupid – made it nearly impossible to get to the targets in time, which leads me to the second point –

      Snipers: PLEASE do close/medium range sniping and set up tripwire traps, but don’t stay out of the fight and camp too far away from the objective so your other squad mates can arm/disarm.

      I saw atleast 3 people on my team standing far away while the objective was being armed. That is frustrating. Don’t take it as an offense, I’m not naming anyone, but please keep in mind it is a team game and one or two snipers are enough in a team of 7-9 people.

      Setups for the war:

      Generally, take the setup you are best with.

      We should set up a list of good weapons and setups for those two maps and modes:

      E.g.

      Assault: Automatico Storm, Hunter, Backbored, Hellriegel (depending on the number of enemies and map), Incendiary grenades for the objective, etc.

       

      Conclusion:

      Some medium issues in Rush, very good splitting + pushing in Domination.

       

       

       

       

    • #12176

      Reply on team-prac

       

      Domination Argonne Forest:

      I felt like the the group army tactic of going clockwise rotation was good, but i have some addings to it. From what I experienced, I felt the rotations were much slower when going in a big group. That may cause only 1 captured flag in the entire game, while enemies run the others. The tactic is good enough, but it shall be used wisely. Its not optimal for a domination game, unless it is really necessary. What I mean with necessary is how hard it is to siege that flag, some areas are simply harder to capture – so for example A on Argonne forest can be hard to siege, since there is two bunkers etc. We will have to use some keyword for this kind of tactic, like (Big Rush) Flag A. The other thing that I noticed that was working is when you let me lead the other domination games, I focused on sending the army further on, while two held positions, awaiting incoming enemies. These should be two guys who is very good in predictions, relaxed mindset and a devastating good aim. This will work as an anti-rush team defending a capture point. The rest of the army runs to the next flag and tries to capture that – if they do, next flag with clockwise rotation, while 2 defends the captured flag. If not we do not capture the flag, we will try again, but from angles that is not covered. Such as behind etc.

      Rush Amiens:

      One thing I felt that was really overpowered in Rush, is playing as an sniper. 2 snipers is enough on the team as Edeka also said. Spot flares will easily give away enemy positions, which is an advantage for both the attacking team and defending, so that means we can use this tactic in the attacking team and the defending team. These guys should have steady aim and high knowledge of positioning. This is necessary since they should be able to hit ofcourse, plus they should have knowledge of where to stand. That is also necessary since if they get that sweetspot range, advantage of cover and spots on enemies, the enemy team will perish like dust. Rest of the team should be medic and stormtroopers. Maybe one or two supports, but only for defending team. I can’t see what good a support does other than being suppressive as fuck, and is that necessary in Rush Amiens? I don’t think so. The reason why I think medic and stormtroopers is because I think of them as an immortal squad. They can revive and kill easily with explosives etc.

       

      Maggot out.

    • #12177
      David
      Participant
      10

      In response to the support class. They can be useful for motaring the obj to scout and remove defenders.

      But 2 medic per squad more important
      Also snipers should be prepared to have people spawn on them as the respawns in rush are miles away.

    • #12179
      Alamein53
      Participant
      705

      Enjoyed the experience greatly guys and if I didn’t know it before I do now : “Teamwork and communication is the key”.

      Generally agree with what’s been said and having given it some thought perhaps a good place to start is with each participating member listing their own preferred class and load outs and then see how this can fit into a squad. This way the member feels comfortable with their own style and equipment. The formation of squads then is, let’s say, a war admin duty/role and will vary dependant on what we are playing… rush (offensive or defensive), domination or conquest.

      For example ( without vehicles as we played): Standard 5 person squad for offensive rush: 3 attack ( shotgun, smgs, smoke, gas) 1 sniper ( spotting and secure spawn) and 1 medic (revive and health)

      defensive rush: 2 support ( suppressive, mortar, ammo, incendiary and ammo) 2 sniper (spot flare, spawn) 1 medic (revive and health)

      Domination is speed so mainly Attack with one following medic. I Think direction is the key here so a clockwise or anti clockwise capture should ensure most team points. Once the squad breaks up and doesn’t follow the lead speed is lost.

      Conquest revolves around knowing which points secure the win, so if C and D are critical then specific squads are assigned to them and don’t move. The other squads can free capture.

      The use of vehicles is a different proposition and perhaps better discussed later when we have understood infantry roles and teamwork.

       

    • #12181
      Pear
      Participant
      310

      I also Enjoyed the training.
      And I really liked the sizes of the groups, 2 squads / max 10 ppl.

      If we have more people in the chat, then it can be kinda busy with all the tactis.
      But if we have less people in the squad, then we miss the communication with the rest of the team.
      Question: How many people are going to play in the clan war?

       

      I also liked the rotation our team did on the map. It was a simple rule: get the objective, and go to the next, counter-clockwise.
      Everybody knew what the next objective was going to be, and it has only to be said once 🙂

      pro tip: we need at least 5 medics per squad  😆

       

    • #12189

      Thanks for your responces guys.

      Domination

      Indeed the clockwise tactic was good, maybe indeed if no opposition, 1 squad can advance to the next target.

      Heavy opposition; the sq leader can decide to skip the objective and goto next or fight…

      Loadouts, 1 medic per squad would be nice, but as Alain points out , people should play with the loadout they are use too. Remember that there are only 100 tickets…

      Keypoints here:

      • Everybody knows their objective
      • Its fast and simple

      Rush

      Here we had to work more together on a fix plan,  2 squads flank one target and then protect once armed! Working together and arming objective is the key not the K/D .  Flares and smoke nades can be very useful, maybe a sniper but only one per team.. I would like at least 1 medic per squad also..

      Key points:

      • Good short communication
      • Objective must be captured
      • Good loadouts

      We will form our tactics on your feedback, and please feel free to give more..

    • #12192
      Alamein53
      Participant
      705

      Great tips!

    • #12267

      2-2 Well done team

      We dominated domination!

       

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