Team Strategies

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Anathema-

...because we're NOT free
Oct 19, 2003
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Because one is relying on a teammate to do your fast hacking, one is actually being the fast hacker ;)
 

Anathema-

...because we're NOT free
Oct 19, 2003
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TossMonkey said:
Anathema, if everyone thought like you then everyone would be a tech.

Well of course they would, I love the tech. I can only talk about my preferences :p
 

950Ravage

New Member
Sep 29, 2003
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Responding as it comes:

1. There are no "fatal flaws" in the strategy I propose. Saito proposes a strategy of good players all doing whatever, aka pub play. Many pub games end in under 5 minutes because one team was full of teams that did "whatever" and left 1 or no players on defense. The opponents will be in your node area before you get generator 1 on line and get trip mines active. You just lost one or more of your artifacts. While your team is trying to figure out wtf is going on, they are rushing to the enemy base individually and getting picked off. If the opponents have any degree of skill, you lost.

2. The Sunset Beach scenario: you can't hold both top and bottom. That's just idiocy. The only times it happens on the pubs is because one or the other team is incompetent. Strategies will always be changing based on the map, and Sunset Beach will typically be owned by the team that effectively controls the beach. A lot of people say the caverns are the way to go, but that's just because nobody plays the beach side properly (They all hang around outside the enemy base and camp).

Your offense makes its first run through the caves, ignoring gens and deploys to snag artifacts early while the enemy is setting up control. The midfield takes the beach to establish control. Offense returns via the beach or caves, based on where the resistance is least. If the enemy takes the beach, midfield controls the cavern until energy is high enough to register. Freelancer disrupts the enemy on the beach by attempting resource hacks and vehicle grabs.

Your defenders have the high ground and simply move their defense further back to guard the cave approach. Your offense pushes their control zone further and further forward until they are able to create a control zone in the front of the enemy base. With supply stations sitting there at the ready, the team can sustain itself until the opponents are suppressed back to the deploy. If the enemy allocates more players to the top, your freelancer goes in the bottom and hacks their gen and remaining deploy. They get cornered, assaulted on two fronts, and eventually lose.


3. Sure, you play to your strengths. But you do well to assemble a team based on a good set of skills. If you build a team where the group isn't well balanced or distributed, your weaknesses will get exploited fast.


To those of you heading for competition, I hope this helped. Good luck.
 

-Thud-

Custom User Title
Jan 6, 2004
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CiD said:
mines in the node room?okay,just not around the damned register....that is so aggravating running all the way back with an arti and getting blown up by some idiot gunner who never left the base,and who also does not revive you and then steals your artifact capture.BAD TACTIC.uncool gameplay.


Yeah It's kinda lame of them to take the arti and not revive, but you shoulda checked first. Defense is just as important as offense. They still lose more points than they gain from the cap, you still helped your team, and you still get 200 points.

I remember in tribes people would just automatically blast the flag whether there was something there or not when they had to run through, just try to remember to do that every time.
 

moeptier

New Member
Jan 7, 2004
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Damn, and i'm sitting here at work .. can't wait being back at home and playing XMP :D
 

Saito

Banned
Dec 30, 2003
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heh no its not doing "whatever" its the ability to understand what you need at the time, that comes through experience.

Locking yourself into a set stragey is ulitmately self defeating. Once you are figured out your done in matter of time.
 

950Ravage

New Member
Sep 29, 2003
184
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Putting yourself in a set strategy tells you exactly what you are supposed to be doing at the time without question. You are only responsible for a portion of the map instead of all of it, so you get to what you have to do and where you need to be faster. When there is a lapse in communication, your role is still clear.

If your team needs energy, and everyone goes out and hacks generators all at once, what isn't getting done?

If your team needs deploys, which deploys are the priority?

If your team is all attacking, hacking or defending, who is providing communications on the enemy movements you aren't seeing on your screen?

If your team is all rangers and one tech, you're hacking slow. If you're all techs and a gunner, you don't have top speed and have problems destroying vehicles/deployables at a distance. If you're all gunners and a ranger, you're very slow for all the firepower you pack. If your group that "understands what they need to do at the time" works without balancing out who is doing what, you set yourself up with inherent weaknesses.

A set strategy isn't like a linear path; its like zone control. While the opposing team may understand what your particular responsibilities are quickly, that doesn't corrolate to knowing exactly where you are going to be and what you will be doing at any given moment.

You can take the totally freeform solution and maybe go places with it, but the strategy I outline is a basis for successfully playing the game against most opponents (taking skill out of the equation, because you can never adequately factor in for that; less skilled players will beat out more skilled players in this game at points due to the limitations imposed by the class system). For players getting used to the tactics of the game and playing on the pubs, it gives them a better sense of roles that need to be filled. For players preparing for match games, it outlines what positions need to be covered and what a player should be doing in that position to be successful.

Good luck all, and see you in the game.
 

Saito

Banned
Dec 30, 2003
1,223
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Errm yeah and no, and btw the clan I am in has been on ladders for a while now in 2k3 and we intend on xmp www.iglnet.com (join up everybody and lets have fun).

Your arguments against free form game play assume that the players are morons. Knowing where to go and what to do isn't that hard as long as you have good comunication.

Its a good outline, I'll give you that, but IMHO the ability to understand and adapt to the situation you are in is the best thing for you.
 

Andr01d

yeah right...
Jan 4, 2004
299
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www.warpstone.tk
Yeah, I completely agree with Saito.. You can get some good teamplay in public servers too (never been to others :D) because the players just team up and work together, even without specific instructions about what to do.
 

950Ravage

New Member
Sep 29, 2003
184
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2k3 and XMP are very different gamestyles. In CTF, you have 1 point to defend and 1 point to assault. You don't need resources past optional powerups. In Domination, you pick a point, camp it, and send out raiding parties. XMP has multiple points that require acquisition and defense, and the game doesn't end in a strict linear manner (number of caps). You can't compare the two.

You always have to improvise to a degree, but improvising a whole game when both sides are skilled is definitely going to cost you. You'll be spending a lot more time issuing orders and barking communications back and forth at each other without a plan, and stuff will get missed. If people know what they are responsible for, then they simply need to communicate their status.

But, it looks like we're going to agree to disagree Saito. Maybe we'll get a chance to go team vs team to settle this one at some point. ;)
 

MÆST

Active Member
Jan 28, 2001
2,898
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WA, USA
Though, thinking about it, what I would really like to see is a mutator that makes XMP a little bit like CTF. Basically the node would each teams node will have two artifacts each (this should be scalable depending on the server admins settings). Instead of the first team to gain control of all the artifacts like it currently is, there would be a running tally or total artifacts captured like CTF. If one is captured, a replacement will form in the non-capping team's node. Basically, it would get rid of tie games because if time runs out before the say 7 artifacts (number also configurable server-side) are capped by one team then it goes into sudden death like reg CTF. Also, whether or not there would have to be at least one arti in your base in order to cap could also be an option.
 

Silver Sequence

XMP Beta Tester
Feb 3, 2004
63
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An effective team strategy is made up of individuals who understand their own strengths and weaknesses. For instance, I always play ranger (unless the situation is really bad and it's just not feasable). I am a better than average sniper, probably good, but shooting things from across the map is not really my style. I know that I am most dangerous at mid/close range where I can use my sniper rifle as a non-zoomed weapon. Because of this I tend to play roving midrange support (what was called freelancing). I consider this position to be defensive, I shoot enemies at long range but really just interfere with their movments. The most important function is that I can kill anything coming out of my base, i.e. artifact carriers. I find that having teams using zone defence with only one or two players assigned specific functions allows for flexibility. The mix classes should be determined by the skills of the individuals rather than any formula. So overall I agree with ravage, but I feel your strategy is a little too limiting. One thing I'd like to point out is
"- Damage all vehicles to the point of flaming (do not destroy). If they respawn quickly, then have midfield/freelance remove them from the base area unless they are being used for defense. This makes it hazardous for the offense to use the vehicles to their advantage. "
----Thank you thank you thank you... do people blow up the raptors you leave burning and then run off, then two minuites later complain when the enemy jumps in the respawned raptor and drives off with the artifact. If it's staying in the base it'd better be burning.
 
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