Hello new tribe warriors.
We have maybe ten new guys? 70% of you are probably smurfs; this post is not for smurfs. It is for new guys.
1. Regardless of what position or armor you like to play, a CTF team has a number of tasks and goals that have to be fulfilled by SOMEBODY and has to be done ALL THE TIME.
2. You probably found, in the public server, if you try to do a lot of things at random it almost works and you can change the tide of battle. But in competition scrims and matches, there's so many enemy tasks being done that you can't possibly counter them all.
3. What goes on is that, as a team, everyone's tasks are being assigned, reassigned, analyzed, adjusted, all of this on the fly and very fluidly; and the other side is doing the same thing. It can easily lead you to believe that you are continually in a 1vs2 situation everywhere you go or worse (usually worse).
4. There will be a lot of talking to ask you or others to tasks. There will be a lot of non-talking between vet players who see each other and automatically doing complementary tasks. There will be a lot of extra information floating around that you're not sure what to do with. People may ask you for information and you have no idea how to respond.
Basically, I'm going to try to teach you enough basic concepts to fit in. We're going to ask you to get a microphone, get on live voice comms, and make friendly fast... and we'd like you to follow what we say, while you'd like to know what the hell we are talking about.
SO TO THE POINT: I'm not spelling out how to play tribe, in this post. There are multiple ways to get a job done. Dueling, repairing, skiing, individual skills, you probably have enough to get starting.
What I AM spelling out in this post, below at the bottom, are all the situations the players on each team will be in, and what the TEAM needs are in each situation.
Then, with each need, the desire of the other, competing team in each situation. What THEY are going to be doing, singly or collectively, to counter each goal you have and hold dear.
In each situation I've named the competing sides "Storm" and "Inferno". They aren't quite meaning offense/defense, or heavy offense/light offense. Read however you like. You are on either side, and on both sides. Tribes competition is going to be a repeating circle of situations like this.
What you can do, as new guys, is practice each situation or goal below, one at a time, until you recognize instinctively what you're in.
Then you can recognize what the hell the vets are doing at any given moment, know what the situation is when you hear comms, and are able to take orders by the offensive or defensive leaders because you know exactly what they are talking about.
And hopefully soon, be able to do automatically what the team MOST needs in each situation and be the hero, rah rah, and people doing the right thing all the time tends to make everyone happy, whether the team wins or loses. Losing to a stacked enemy team is fine, they are stacked because they are the best. Losing because the team is dysfunctional and not communicating and not working together is not fine...so lets make the attempt to get everyone kind of on the same page...
TRIBES COMPETITIVE CTF TEAM GOALS (BASIC) ****HERE****:
Storm:
Inferno:
One day, a Storm offensive player appears in spawn...
: Clear the base of hostiles. Offense usually clears their own base. Throw repair kit before entering. Spam hand nades and disks, or aim well with blaster. Dodge mine disks. Pressure continuously until they fall.
: Rape to slow the enemy offense. Get inside, spam entrances, keep moving, eat repair kits, grab and hide their repair packs, use rebound spam attacks and run.
: Communicate status of base repair, so the offense knows when to cover the outside/block doors during repair, and defense knows that they have to play spawn for awhile.
: Try to stagger base rapers to surprise them during repair and continually keep things down. If a full-health teammate arrives, ctrl-k or move to another task.
: Place remote inventories in useful locations
: Damage remote inventories that look useful to the enemy. Try to disable, not destroy, unless there is someone repairing.
: Harass enemies en route. Block doors and easy paths to your base as you leave.
: Don't let someone bodyblock or knock you somewhere you'd die easy, use disks to change direction fast, otherwise modify the route, or retreat for a bit.
: Offense call out location of important players. Defense set sensors to help automate the spotting.
: Use alternative routes if it's affecting you and the offense. Switch tasks with another offensive player so you are now the decoy. Blow any enemy sensor you see, note they work behind/inside trees and inside windows also.
: Don't arrive at enemy base in disorder. Also don't be the one offense player to arrive just so that you can enjoy a 1v4 battle.
: Enemy offense moving too fast, jetting out of energy, cratered, or just starting to walk are probably an easy kill; don't let them recover energy. Happens when people rush things; happen much in matches? Kill solo players when you can before the rest of the team shows. Players not performing well could possibly be ignored...
: Identify important defenders and prioritize targets. Usually HOF, then LOF, then plasma turrets covering flag route, then remotes, then general LD.
: Don't let the better offensive players sit think and aim, start harassing them. Get the HOF back on, where are our inventories, and repair the damn plasma turret.
: Offense do not engage at disadvantage, use mobility and reset
: If you are on top of a hill and they are on the bottom, they have few options but to run or die; and can hardly even run when you start nade spamming.
: Communicate status and ETA to fellow offense (ability to clear, ready/not ready, how long until capper arrival to enemy flag, when to go in, is the HOF dead yet)
: Harassing offense players can distract them from communicating, let alone playing well. Some players tilt more than others.
: Disrupt flag defense as a team. Even the worse tourney teams have capable defenses that will clobber you... these aren't pubs.
: Don't allow the offense to pick and choose their time. Knock offensive players away from setup positions or disable them with concs, make them turn around and face away from the HOF. Keep your own HOF alive with kits, every time you spawn near and again after you suit up. Locate the main capper and tell location to the team. Crash the stand when HOF is down, or get in a safe position to snipe/chase.
: After a grab, disrupt enemy offense by attacking their base. If your health and energy are maxed, setup a chain grab route to get easy caps, or simply prepare for your capper's next run and withdraw.
: Don't let enemy HO hang around after a grab. They hang around if they think there is something they can do. Not every defender should chase. Some caps you just gotta let go and put into the hands of your offense. Prevent the chain grab or cheap base rape.
: Cover your flag carrier. Just because he's halfway home with no chasers doesn't mean that all is good. The instant he gets to his own flag area there is going to be a crash of five or six guys and a lot of havoc, and in the middle of that an emergency grab by the enemy to buy time. Offensive players not in a useful position should ctrl-k and help defend your flag area.
: If your flag is going to be capped and your capper is dead, now is the time to run any cap routes you have. Crash the stand just before the capper caps your flag, try to catch him so the flag falls downhill somewhere. Watch the spam, you have multiple high skill teammates in the area not just theirs, in one big cluster.
: If both teams have their opponent's flags then its a standoff. Coordination with your teammates is even more important, along with stealth. Make sure everyone switches between the standard plan and standoff plan fast, can't have one guy turreting up the middle tower on damnation when we're holding the flag at the back base. If the flag is returned then there is a new transition and a general hurry to cap that's hard to avoid; make sure your own flag is clear of any cloakers or SJ, and expect an emergency grab by their lead capper.
: The standoff is probably going to be broken by a stealth player. Make sure SJ enemies are called out, both location and when they die, and cover all doors somehow. Make sure motion sensors and cameras keep going out to detect cloakers and SJ. Flag holders commonly face the wall, as a conc will cause the flag to fly wherever the player is looking at and no other direction; make sure he's covered. Don't get too close, flags may glitch through.
Player 1 has switched to Inferno. SWITCHING SIDES...
Post edited by Morgor at 9/8/2013 2:34:16 AM
We have maybe ten new guys? 70% of you are probably smurfs; this post is not for smurfs. It is for new guys.
1. Regardless of what position or armor you like to play, a CTF team has a number of tasks and goals that have to be fulfilled by SOMEBODY and has to be done ALL THE TIME.
2. You probably found, in the public server, if you try to do a lot of things at random it almost works and you can change the tide of battle. But in competition scrims and matches, there's so many enemy tasks being done that you can't possibly counter them all.
3. What goes on is that, as a team, everyone's tasks are being assigned, reassigned, analyzed, adjusted, all of this on the fly and very fluidly; and the other side is doing the same thing. It can easily lead you to believe that you are continually in a 1vs2 situation everywhere you go or worse (usually worse).
4. There will be a lot of talking to ask you or others to tasks. There will be a lot of non-talking between vet players who see each other and automatically doing complementary tasks. There will be a lot of extra information floating around that you're not sure what to do with. People may ask you for information and you have no idea how to respond.
Basically, I'm going to try to teach you enough basic concepts to fit in. We're going to ask you to get a microphone, get on live voice comms, and make friendly fast... and we'd like you to follow what we say, while you'd like to know what the hell we are talking about.
SO TO THE POINT: I'm not spelling out how to play tribe, in this post. There are multiple ways to get a job done. Dueling, repairing, skiing, individual skills, you probably have enough to get starting.
What I AM spelling out in this post, below at the bottom, are all the situations the players on each team will be in, and what the TEAM needs are in each situation.
Then, with each need, the desire of the other, competing team in each situation. What THEY are going to be doing, singly or collectively, to counter each goal you have and hold dear.
In each situation I've named the competing sides "Storm" and "Inferno". They aren't quite meaning offense/defense, or heavy offense/light offense. Read however you like. You are on either side, and on both sides. Tribes competition is going to be a repeating circle of situations like this.
What you can do, as new guys, is practice each situation or goal below, one at a time, until you recognize instinctively what you're in.
Then you can recognize what the hell the vets are doing at any given moment, know what the situation is when you hear comms, and are able to take orders by the offensive or defensive leaders because you know exactly what they are talking about.
And hopefully soon, be able to do automatically what the team MOST needs in each situation and be the hero, rah rah, and people doing the right thing all the time tends to make everyone happy, whether the team wins or loses. Losing to a stacked enemy team is fine, they are stacked because they are the best. Losing because the team is dysfunctional and not communicating and not working together is not fine...so lets make the attempt to get everyone kind of on the same page...
TRIBES COMPETITIVE CTF TEAM GOALS (BASIC) ****HERE****:
Storm:
Inferno:
One day, a Storm offensive player appears in spawn...
: Clear the base of hostiles. Offense usually clears their own base. Throw repair kit before entering. Spam hand nades and disks, or aim well with blaster. Dodge mine disks. Pressure continuously until they fall.
: Rape to slow the enemy offense. Get inside, spam entrances, keep moving, eat repair kits, grab and hide their repair packs, use rebound spam attacks and run.
: Communicate status of base repair, so the offense knows when to cover the outside/block doors during repair, and defense knows that they have to play spawn for awhile.
: Try to stagger base rapers to surprise them during repair and continually keep things down. If a full-health teammate arrives, ctrl-k or move to another task.
: Place remote inventories in useful locations
: Damage remote inventories that look useful to the enemy. Try to disable, not destroy, unless there is someone repairing.
: Harass enemies en route. Block doors and easy paths to your base as you leave.
: Don't let someone bodyblock or knock you somewhere you'd die easy, use disks to change direction fast, otherwise modify the route, or retreat for a bit.
: Offense call out location of important players. Defense set sensors to help automate the spotting.
: Use alternative routes if it's affecting you and the offense. Switch tasks with another offensive player so you are now the decoy. Blow any enemy sensor you see, note they work behind/inside trees and inside windows also.
: Don't arrive at enemy base in disorder. Also don't be the one offense player to arrive just so that you can enjoy a 1v4 battle.
: Enemy offense moving too fast, jetting out of energy, cratered, or just starting to walk are probably an easy kill; don't let them recover energy. Happens when people rush things; happen much in matches? Kill solo players when you can before the rest of the team shows. Players not performing well could possibly be ignored...
: Identify important defenders and prioritize targets. Usually HOF, then LOF, then plasma turrets covering flag route, then remotes, then general LD.
: Don't let the better offensive players sit think and aim, start harassing them. Get the HOF back on, where are our inventories, and repair the damn plasma turret.
: Offense do not engage at disadvantage, use mobility and reset
: If you are on top of a hill and they are on the bottom, they have few options but to run or die; and can hardly even run when you start nade spamming.
: Communicate status and ETA to fellow offense (ability to clear, ready/not ready, how long until capper arrival to enemy flag, when to go in, is the HOF dead yet)
: Harassing offense players can distract them from communicating, let alone playing well. Some players tilt more than others.
: Disrupt flag defense as a team. Even the worse tourney teams have capable defenses that will clobber you... these aren't pubs.
: Don't allow the offense to pick and choose their time. Knock offensive players away from setup positions or disable them with concs, make them turn around and face away from the HOF. Keep your own HOF alive with kits, every time you spawn near and again after you suit up. Locate the main capper and tell location to the team. Crash the stand when HOF is down, or get in a safe position to snipe/chase.
: After a grab, disrupt enemy offense by attacking their base. If your health and energy are maxed, setup a chain grab route to get easy caps, or simply prepare for your capper's next run and withdraw.
: Don't let enemy HO hang around after a grab. They hang around if they think there is something they can do. Not every defender should chase. Some caps you just gotta let go and put into the hands of your offense. Prevent the chain grab or cheap base rape.
: Cover your flag carrier. Just because he's halfway home with no chasers doesn't mean that all is good. The instant he gets to his own flag area there is going to be a crash of five or six guys and a lot of havoc, and in the middle of that an emergency grab by the enemy to buy time. Offensive players not in a useful position should ctrl-k and help defend your flag area.
: If your flag is going to be capped and your capper is dead, now is the time to run any cap routes you have. Crash the stand just before the capper caps your flag, try to catch him so the flag falls downhill somewhere. Watch the spam, you have multiple high skill teammates in the area not just theirs, in one big cluster.
: If both teams have their opponent's flags then its a standoff. Coordination with your teammates is even more important, along with stealth. Make sure everyone switches between the standard plan and standoff plan fast, can't have one guy turreting up the middle tower on damnation when we're holding the flag at the back base. If the flag is returned then there is a new transition and a general hurry to cap that's hard to avoid; make sure your own flag is clear of any cloakers or SJ, and expect an emergency grab by their lead capper.
: The standoff is probably going to be broken by a stealth player. Make sure SJ enemies are called out, both location and when they die, and cover all doors somehow. Make sure motion sensors and cameras keep going out to detect cloakers and SJ. Flag holders commonly face the wall, as a conc will cause the flag to fly wherever the player is looking at and no other direction; make sure he's covered. Don't get too close, flags may glitch through.
Player 1 has switched to Inferno. SWITCHING SIDES...
Post edited by Morgor at 9/8/2013 2:34:16 AM