-=Squad Play=-

Don't play with yourself.



Join Orca on Fridays and Saturdays for Squad Play recording:

results may vary ;)

Email me, squadplay@gmail.com

Monday, January 29, 2007

A More Sensible Approach



Tried yet another technique of blending-in battlerecorder footage this week and another filefront.com full download is available from here and for an additional treat, here is the battlerecorder demo right here. Enjoy :)

Also, if you need more footage to get your squadplay fix, check out DirtyLude's (TheDirty) Squadplay vids - Good communication and good gameplay, gotta love it :)

Now, down to business - BTW, the sound levels should be proper this week ;)

So, here we are again at good old Gibraltar - have I ever had a bad round on this map?

We hold a stiff defense at the eastern entrance. We are successful at holding them off for a bit but inevitably we hear "an outpost is lost", and it's time to skedaddle. I order my spawning members to spawn at EU base in order to hold off the attackers from taking out our assets.

We move in on central camp across the ramp and take the flag with no incident. We then move to ruin with a bit more difficulty. I run into an unfortunate circumstance but am revived at central camp. The flag goes neutral and I move in to help finish the cap. We clean up the remaining resistance. Somehow my drone winds up teamkilling a squad memeber - I hate it when it does that.

We move back towards toll station. Simpson takes the lead on our approach. I hastily run forward at toll station only to get killed by a friendly grenade. When I respawn I decide to take the "hard way". I am reminded why I refer to it as the hard way as I run directly into the middle of the enemy :P

At this point I decide to take a "more sensible approach" along the east side. Unfortunately this approach is not necessarily a more successful approach.

At this point we run into a tenacious couple enemies, but are able to take them down. Since I am in the position, I decide to take the upper walkways. It's a pretty painless approach to harbor, actually. Toll station goes down, but I decide that harbor is the better flag to take.

We move up to harbor, encountering stiff resistance upon arrival. My first attempt at the flag is thwarted, a few moments later my second attempt is also unsuccessful and I am killed by an APM. Fortunately I am revived and wind up with a krylov kit after revive.

Finally a third attempt on the flag works and I place the defend order. The squad intelligently spreads out to cover more ground.

At the end I encounter a new and weird bug where the squad completely disbanded/disappeared. I recreate the squad, but only four original members realize to join before the round's end. Still, with only 4 people on the squad we nonetheless take first place squad.

Monday, January 22, 2007

Sentry Gun Fun!

Boy it was a fun weekend! We have three innovations for squadplay this fine day.
first from the European continent, Silver.7 adds depth buy cutting between the pilot and gunner view in a cool video Gunship Funship 1 and Gunship Funship 2 - you can download a higher-quality Here

Now below is my new video titled, "Sentry Gun Fun!" Enjoy!


BTW - for some reason I felt like offering the entire 700+ meg WMV video in 1024x768 for download for whomever feels like it's not a waste of disk space - Download the big beast from FileFront!

Tried a bit different way of getting footage - I played on a Battlerecorder enabled server (Band Of Brothers 48 player conquest).

The round starts off with a wonderful team kill by me. I follow the arcing path of the grenade until it explodes and wastes Orange...sorry Orange :(

We then move on to ruin, only to hit a stiff mass of resistance: I count somewhere around 10 players waiting at that one map point. I exploit this fact by dropping a sentry gun right into the middle of the mass.

On my second approach there seem to be even more players and I throw my grenade, hoping to get the biggest nade kill ever. However the nade takes a weird path. We finally take the flag and '50 makes the observation that our testicles must be in the multi-ton range. They are actually 10 tons.

We decide to move up on statue around the back and '50 makes the suggestion to take the monorail - a very good idea, as we are able to escape a very dedicated and hungry-looking walker. Half the squad stays on the monorail to rain down bullets and rockets onto the flag as I wait below for a good opportunity to rush the flag. Orange takes the initiative and rushes the flag with several guys surrounding him. I decide I don't want to look like a wimp, so I run up on the flag with him.

50 asks how the monorail guys are doing and Shart replies that it's, "tough all over". he then takes some rockets to the dome and his lifeless body tumbles off the monorail. We fend off one more enemy attempt at the flag.

commander wants us to take ruin, so who am I to argue? I'm Orca, that's who!...but I agree with the commander so we defend the statue one last time and then get the move on to ruin. But it doesn't go exactly as planned. Our second attempt is not much better. Our third attempt takes the flag, but at what price!?

We end the round by pushing the PAC back to pond and their uncap.

Wednesday, January 17, 2007

Shart's Assault: A New Episode, Finally!



Finally back.



TUNIS HARBOR:

So we decide that shart should lead the assault o n this flag at tunis harbor. It goes easily. it was ... all ยป neat. the round was slaughter. Shart gets 16 kills and 1 death. No doubt thanks to the awesome medic work of the squad - shart was in the front quite a bit. Kind of a new tactic for me, having a squad member lead/walk point. I'm going to try it out more often - seems to work pretty well.

CAREBEAR LANDING:

After taking church and town center we move up the hill towards com station, and there is a mass of dudes. We start to get hit pretty hard, but our sheer macho attitude overcomes and we take the flag. Of course, we battle a tenacious squad, perched atop the com station tower. I take a rocket to the head, but shake it off. Kyle fires rockets back, thus distracting the enemy on the tower until scream can get up there and take them out.

I wander away absently and get deaded.

we then move down the hill.

Resistance is stiff. Our approach is not optimal, but we arrive at the roadblock flag, finally. Upon taking the flag I am owned by friendly jeep and a wall.

we move down to south town center but orange informs us that we should move back to command center. Unfortunately we run into problems attempting to get out. when we finally make it out we see Roadblock being taken again: we take it back.

back at command center we arrive just in time to intercept an attempted capping of command center. We then witness two guys getting ran over. A short while later I destroy the same jeep, only this time it has two enemies in it! We rush roadblock again, but are thwarted as we all die.

"A Severe lack of cover" is Shart's suggested reason we were unsuccessful.

the squad gets a bit separated at this point and shart and I die.

We don't all manage to converge properly and so the strong defense at roadblock holds us back until the end.

Tuesday, January 02, 2007

Guest Squad Leader - ExplodingSilver

Whack-a-mole; familiar with this game? If you work with computers, then you are probably more familiar than you care to admit.

I get everything back up - finally, but now my 120g external hard drive appears to be out of commission - so no FRAPSing. The gaming gods have frowned upon me this season.

So, old Orca is still off the air for another week.

In the meantime, enjoy these gaming goddesses

----

Well, my computer is almost back up - but I'm still having CD key issues due to the fact it's a download and I've repaired windows XP.

In the meantime it appears that I'm not the only squad leader in the world who knows how to talk!

Check out ExplodingSilver and his merry band of Tactical Gamers Tacticalgamer.com

Very smooth guys!

Part 1.



Part 2.