Thought I'd share. . .

Started by DocJon · 21 posts · 1,859 views

  1. #1
    http://bf2tracker.com/bf2_userranking.php?...3&bfmodid=0

    I've gotten a lot further with the AT kit than I ever thought I would. I'll probably continue to rise a bit with the Kit Ranking and the Shotgun ranking, but I doubt I'll ever rise more than 10 points with the Anti-tank Weapon ranking(more likely outcome is I'll drop). Looks like there are some folks that are finding out that AT isn't just for armor anymore. . . it's also good for sniping and killing those insta-proners!

    I found out when Drix was jihid-jeeping, any c4 stuck to a vehicle helps my rocket! One-shot kills. . .now if I could only get EVERYONE to stick c4 to their vehicles. . .

    Hey, check out the grenade launcher score! I don't think I've used the grenade launcher more than five times since the last patch. Looks like a lot of other ppl have given up on it as well. I hardly ever get killed by a grenade-launcher. Too bad really, as they are still useful against insta-proners, but grenades are more versatile.

    "Follow your dreams. . .you can meet your goals. I'm living proof. Beefcake! BEEFCAKE!"

    http://tinyurl.com/oa2fa
  2. #2
    Cool! I am currently at 9,033 with the AT weapon. I am not complaining though; with the VERY limited amount of time I put in compared to you guys, having only 9,032 other 12 year olds with nothing better to do ahead of me is not too shabby 😉

    DocJon excluded of course 😉

    When I was not logged in and just plucked my number in the URL it said 10,000 something. That site is very weird. It is the same URL so why would being logged in change your stats?? I wonder how accurate those rankings really are…
    Still fun to look at I guess 😉

    Almost all of my stats are green arrows so I am improving. Getting the newer headphones so I can hear more with the X-Fi card and adjusting my mouse setting down has really helped me out.

    Some games though, wow….
  3. #3
    Paladin wrote:
    Cool! I am currently at 9,033 with the AT weapon. I am not complaining though; with the VERY limited amount of time I put in compared to you guys, having only 9,032 other 12 year olds with nothing better to do ahead of me is not too shabby 😉

    DocJon excluded of course 😉

    When I was not logged in and just plucked my number in the URL it said 10,000 something. That site is very weird. It is the same URL so why would being logged in change your stats?? I wonder how accurate those rankings really are…
    Still fun to look at I guess 😉

    Almost all of my stats are green arrows so I am improving. Getting the newer headphones so I can hear more with the X-Fi card and adjusting my mouse setting down has really helped me out.

    Some games though, wow….



    On the 'home' page, at the bottom, is an "Update stats" link. The updates on the site are spotty, so if it gives me the option to update (it doesn't always) I do it..

    You are progressing pretty fast lately. You have to put in the hours to get a feel for things, and there isn't a way around it. Some ppl get a feel for it faster, though (Racer is very good given how new he is to the game). I know many ppl could get to my score faster than I did, but I couldn't help that. I needed a certain amount of time to get the 'feel'.

    And as for the rest: well, I'm certainly not 12 years old, but obviously I have nothing better to do. . . 😳
  4. #4

    Hey 9002 now. I am moving up baby! 😉

    It is the only thing I have in the 4 digits ;(
  5. #5
    Anti Tank: 115 Global Rank

    Holy crap Doc. That is awesome!

    BTW, I felt like you have really picked up on the DAO lately. I've noticed you were killing me a lot more with the DOA than the rocket. Then again, I'm getting use to getting the heck out of the way when I see you shot that sucker. 😛

    http://bf2tracker.com/bf2_userranking.php?...5&bfmodid=0

    Looks like I am just an average joe. Nothing under 100k global ranking. The good news is I see a lot of Green Arrows. Looks like I am improving too.

  6. #6
    Atomm wrote:
    Anti Tank: 115 Global Rank

    Holy crap Doc. That is awesome!

    BTW, I felt like you have really picked up on the DAO lately. I've noticed you were killing me a lot more with the DOA than the rocket. Then again, I'm getting use to getting the heck out of the way when I see you shot that sucker. 😛

    http://bf2tracker.com/bf2_userranking.php?...5&bfmodid=0

    Looks like I am just an average joe. Nothing under 100k global ranking. The good news is I see a lot of Green Arrows. Looks like I am improving too.

    Little-known-fact: a fully-loaded DAO used against an attack chopper foolish enough to hover/pass close by can make them leave in short order! I need to do some experiments in an empty server, but I figure it must be like 15-20% damage. Not bad, especially since you can empty a DAO in 2 seconds.

    Dude, if you didn't sandbag so much, your score would be better. 😉
    Also, the way you'll use every kit in a single round contributes to that. . .there's a skill to using every kit to good effect.

    No matter how good my AT rank is, I'm usually#4(or lower) at end-of-round, so that leads me to this: Since you posted your shockingly small E-penis, I gotta mention some of the guys here who don't have the stats that show how good they really are. . .

    I haven't seen too many ground-pounders do better work than some of our guys. Atomm, Sarge, and Bubba are flat-out good. . .I enjoy watching them work from within their squad, but getting to play against them head-to-head makes me appreciate it more. Bubba, in addition to being good in a stand-up fight, is terribly clever and sneaky. Sarge has added another dimension to his game since he discovered his inner armor-whore. Drix is good, but it's not always noticable as his ability gets overshadowed by his preference to attack in the most devious, demoralizing manner I've seen in BF2. He's the kind of guy that either makes the enemy so mad they forget about strategy, or causes them to band together in a group effort to kick his ass 😱

    Paladin sucks USED to suck. He's to that point where the hours in-game are paying off, and he's getting that 'feel' I spoke of earlier. Or maybe it's the headphones he finally started using on a regular basis. . .or those wall-hacks he DL'ed 😀

    Hymen's great, but he has to move East so we can see him in-game before we're ready for bed. Hey, are any of you new guys from the West Coast, or at least Central? Hymen needs some more playmates!

    I ain't saying a damn thing about Everclear, as his hat size is already in the double-digits. . . 🫡

    Racer, while not really a GRB 'old-timer', is better than anyone new to this game has a right to be.

    The rest of you old-timers, if I didn't mention you, show up more often so I can remember how you play! ! ! ! ! 😉

    All you newly-inducted folks, glad to have you aboard. It's nice to see some pilots among you, and an heir-apparent to our M.I.A. Commander specialist , '|GRB|Hunter', in the person of Zepwhatshisface. 😛

    I look forward to the weeks ahead where we get to know each other's game style and incorporate them into a thorough pwning of all who stand against us. . .or at least a respectable showing against same.
  7. #7
    DocJon wrote:
    I look forward to the weeks ahead where we get to know each other's game style and incorporate them into a thorough pwning of all who stand against us. . .or at least a respectable showing against same.
    🍻

    Thanks for the props Doc 😊

    btw, Racer is an old-timer. He was here when I joined in early '04, he just went away for a while 🙂

    I checked my spec ops ranking and I am at 16,561 and rising which I didn't think was too bad. Also my Engi rank is 88,091 and rising thanks to rediscovering the APC and Tank recently 😈

    Here is |GRB| on BF2Tracker. This is everyone who signed up when we found this site a while back. I'll bump the thread in the private area for those former EF| folks who are interested.

    This guy is ranked overall like 35th in the world. He is a friend of ours here at GRB and out of everyone ranked in the top 50 or 100, he is the only one that I know is an actual real-live human being and a good guy.

    iCePepper🍻
  8. #8
    I agree with Doc. Playing against some of you guys has been an eye opener. i think you nailed everyone perfectly.

    The trick is figuring out how to put all of this together as a cohesive unit.

    I would also like to point out one stat I am proud of. Look at the whole group. EC has a fragrate of 3.66. Basicly, his kill to death ratio is 3.66:1. He is the only person who kills more than he dies. Of course, that is due to his armour/air abilities more than anything.

    Coming in a distance second is yours truely with a .91:1 ratio. I still die slightly more than I kill, but I have been raising that number steadily. I think a lot of that is based on what Doc calls, getting the feel for the game. I recently started getting the feel of a few different weapons. The G36 for the medic is one of them. I am starting to get a lot of 1-3 shot kills with it. That is what Doc saw the last few nights. It's helped me to take on more than one person because of the reload factor.

    No matter what, it has been a blast lately. I hope things continue to improve.

  9. #9
    Atomm wrote:
    I agree with Doc. Playing against some of you guys has been an eye opener. i think you nailed everyone perfectly.

    The trick is figuring out how to put all of this together as a cohesive unit.

    I would also like to point out one stat I am proud of. Look at the whole group. EC has a fragrate of 3.66. Basicly, his kill to death ratio is 3.66:1. He is the only person who kills more than he dies. Of course, that is due to his armour/air abilities more than anything.

    Coming in a distance second is yours truely with a .91:1 ratio. I still die slightly more than I kill, but I have been raising that number steadily. I think a lot of that is based on what Doc calls, getting the feel for the game. I recently started getting the feel of a few different weapons. The G36 for the medic is one of them. I am starting to get a lot of 1-3 shot kills with it. That is what Doc saw the last few nights. It's helped me to take on more than one person because of the reload factor.

    No matter what, it has been a blast lately. I hope things continue to improve.



    The medic kit is WAY powerful, especially with the G36. I've been thinking a team of like 50% medics, 30-40% AT's, with the remainder support/snipers/engineer/spec-ops would be monsterously powerful. No one would stay dead, no vehicle would live more than 10 seconds in our territory, and we'd have ammo to keep steamrolling.

    Maybe squads with 3 medics, 2 AT and the squadleader as support. . .

    Something to ponder.
  10. #10
    Doc wrote:Maybe squads with 3 medics, 2 AT and the squadleader as support. . .


    We could give it a shot some night. Swap out a medic for a Spec Ops and you keep similar infantry v. infantry firepower, but gain additional vehicle stopping capacity.


    I also want to say that I enjoy playing against you guys as much as I do playing with you. It can be downright difficult. The ability to taunt someone afterwards is just a bonus 😄
  11. #11
    Sarge wrote:
    We could give it a shot some night. Swap out a medic for a Spec Ops and you keep similar infantry v. infantry firepower, but gain additional vehicle stopping capacity.
    I also want to say that I enjoy playing against you guys as much as I do playing with you. It can be downright difficult. The ability to taunt someone afterwards is just a bonus 😄

    Gain vehicle killing power, lose a bit of the ability to revive at a rediculous rate. Might be useful on some heavy armor maps, and those situations where we are attacking the enemy base which has assets.

    I've read a little bit about game theory, and have enjoyed games in the past that challenged my ideas of resource manangement/denial. One of these games was a card game called "Magic: The Gathering". Many different cards designed to take away enemy points, add resources to your side, and limit/remove resources from the enemy.

    One of the tests the company would do before releasing a new card was to make a deck of cards composed almost entirely of that card (I say almost, as they needed a few other cards in order to bring these cards into play). If that deck of cards dominated, it was an overpowered card, and was sent back to the designers for retooling.

    I thought of this when I contemplated what would happen if a team played only a single class of soldier. . .it seems (to me, anyway) like the two best classes in this scenario is AT and Medics. The AT kit, with the DAO, and maybe the p90, has good to excellent infantry fighting capability at close range, and the AT weapon provides the ability to reach out further and achieve a 1-shot kill. . . and of course can take out vehicles. The Medic kit has a very good, very accurate weapn in the g36, grenades, and the magic healing/reviving ability.

    If it weren't for armor, a team of medics would rule the ground. You'd never get them to STAY DEAD, and if you took one to 1 bar of health, it would be restored to full in a matter of seconds. . .

    I then thought the best combo would be a LARGE amount of medics to assure one is almost always nearby to revive a fallen comrade or squad leader. . .with most of the rest being AT, to assure no vehicle would get a chance to live long enough to be a serious threat to the medics.

    The medics wouldn't be the most overpowering force to overcome, like say Support or Assault, but their healing ability, and their ability to revive, would (I think) compensate, and help slow ticket bleed due to death.
  12. #12
    I agree with this idea and had the same. We talked about these things before. Medics reviving other medics that allow them to revive others is just killer. Hell the only thing that would really be hard to go against then would be a VERY good chopper team and even then we have the AT on our side. A good arty shot would be effective against us but if we do not group up too much to compensate for that, we would be gold. I say we give this a good try on a pub.

    I am thinking a 6 man squad consisting of. 2 AT, 3 medic and one support guy. We will have ammo, health and AT firepower.
    Then a second squad with 3 more medics, and one or two engineers for mines/repair and one or two spec ops for C4 demolition depending.
    A 50% medic ratio is a good idea.
  13. #13
    Good points. Maybe you have a core of 2 medics, an AT, and a support. With the squad leader either playing medic or support. Other guys rotate depending on the need. General ground fighting - you get another medic and another AT. Attacking assets - one guy goes Spec Ops. Using armor - one guy goes Engi. Defending, one guy goes sniper, etc...

  14. #14
    Sarge, I have to disagree with you on the special ops.

    Here are my reasons:

    1. Light Armour - This makes the special ops easier to kill taking up more time from the medics.

    2. Vehicles - If you have 2-3 AT's, then a special ops guy is going to get in the way. Ask Doc. I am sure he has an opinion on Spec Ops taking out vehicles when he is also fighting the vehicle.

    3. Weapon Damage - You can do more damage with other weapons. This is important when fighting a class with medium or heavy armour.

    I think that is something we need to consider. Armour vs Weapon Damage. I also think this is why the Squad Leader should be support class. They get heavy armour. This helps them stay alive longer.

    I still think we need one assault class. The firepower of Assault is still very good. Just one assault can help when faced with Heavy armoured classes.

    OT: Doc, do you like Magic The Gathering?

  15. #15
    Atomm wrote:
    Sarge, I have to disagree with you on the special ops.

    Here are my reasons:

    1. Light Armour - This makes the special ops easier to kill taking up more time from the medics.

    2. Vehicles - If you have 2-3 AT's, then a special ops guy is going to get in the way. Ask Doc. I am sure he has an opinion on Spec Ops taking out vehicles when he is also fighting the vehicle.

    3. Weapon Damage - You can do more damage with other weapons. This is important when fighting a class with medium or heavy armour.

    I think that is something we need to consider. Armour vs Weapon Damage. I also think this is why the Squad Leader should be support class. They get heavy armour. This helps them stay alive longer.

    I still think we need one assault class. The firepower of Assault is still very good. Just one assault can help when faced with Heavy armoured classes.

    OT: Doc, do you like Magic The Gathering?


    I used to like it. I haven't played too much since 1998, but I still have a bunch of cards.

    In MTG, when you'd assemble your game deck, very often you'd set out to accomplish a goal. I don't mean 'win', that's obviously the goal, but HOW you'd win. Some decks were very straightforward: direct damage spell after direct damage spell(red 'lightning' decks). Others might kill your opponent with the 'death of a thousand cuts' - lots of little damage that comes quickly with no possibility to block all of it(red/green 'weenie' decks). Still others might attack your opponent's resources, make it so he can't bring cards into play, allowing you to do more than he can. . .in effect giving you extra turns('Stasis' decks/'Denial' decks).

    One thing that beginner deck builders would do is throw in every good card they had. They'd end up with a deck of 100+ cards with no cohesive purpose, and the player would never really know what card he was going to draw next. . .with that many cards, the card you wanted at any given moment might be 20, 40, 60 cards down. The best cards in the game weren't going to help you if you couldn't get them in a timely manner.

    What I learned to do (by following the lessons of the best players in the game) was to keep my deck size small, as close to the minimum (40 cards) as I could. By doing this, and by closely following the design of the deck, I could be sure that virtually any card I drew would be one I could use immediately.

    When you start throwing in extra cards, you DILUTE the purpose of the deck, and hurt it's performance.

    The Medics and the AT'ers are a similar idea. If you start throwing in additional Spec Ops dudes, Assault dudes, ect, that means the strategy is diluted. Every one of something else you put in, takes away something from the strategy. The idea of all those Medics is to assure that it is VERY hard to keep us dead and halt the advance of a squad. The idea of the AT dudes is to assure that the enemy can't bring vehicles to bear on us for anything but a very short period of time (which is a way the enemy might kill us en masse and negate our medics). If you put other classes in, it makes it more likely that they will kill all the medics in a given area and make it more difficult for us to stay alive and apply the pressure. . .or the enemy rolls in with an APC and there aren't enough AT guys close by to quickly deal with it.

    The Spec Ops class can work with AT to great effect sometimes - very often an AT guy and a Spec Ops player will drive armor nuts. The AT guy will set off his alarm, put a rocket into him, and the driver is going crazy looking for him before he can reload. This might provide an opening for the Spec Ops player to dart in and finish him off. . .or the Spec Ops guy running in close and distracting the driver might buy time for the AT player to reload and finish it off. . .BUT, AT lets you reach out and touch a vehicle from a distance, something a Spec Ops player can't do. If the Spec Ops player is not in position to plant the C4, then the vehicle lives until the Spec Ops can run up to it. Some Armor drivers don't care to let you do that. . .also, there is that nasty part of TK'ing the Spec Ops guy if you're not both on the same page during all this. Using AT instead of Spec Ops lets us have more Medics, because AT doesn't have to be as close as a Spec Op to do his job, and so we can have less of them cover a greater area.

    There's no doubt that other classes offer benefits - C4'ing enemy assets is not something we want to give up when the opportunity presents itself, and Engies are great if you're doing some vehicle work - but otherwise, I think for my idea to work, you need to stay true to the theory. If you deviate too much from it, it's little more than "throwing all your good cards together".

    Just something I thought of. I don't get to game dweeb too many other places 😀
  16. #16
    But the part you are forgetting, people. I am very very lethal with the spec ops kit. I will normally take out any other infantry I run into. I can also take out some armor. Now I do OK with medic or with AT, but I am far more effective as a spec ops.
  17. #17
    Tonite I made a POINT to spend more time in SF just to blow up enemy assets. I was getting tired of getting artied every other spawn. Remember in OSS, We usually had someone taking care of that. I just need more practice getting c4 on a tank. Besides, doesn't 1 C4 and 1 AT shot bring down a tank?

    With so many people just send two peeps there to have enough C4 to get everything in one crack.

    But keep it up, looks like your working out a nice balance for the game.
  18. #18
    damn it damn it DAMN IT!!
  19. #19
    I think Doc is spot on. Having played Magic, I understand exactly what he is talking about.

    Taking out a medic for a special ops means that you can't bring back dead players. It also means a non medic can't bring you back with your pack if you die.

    2 AT
    3 Medic
    1 Support - Squad Leader

    I think it's worth a shot.
  20. #20
    Atomm wrote:
    I think Doc is spot on. Having played Magic, I understand exactly what he is talking about.

    Taking out a medic for a special ops means that you can't bring back dead players. It also means a non medic can't bring you back with your pack if you die.

    2 AT
    3 Medic
    1 Support - Squad Leader

    I think it's worth a shot.



    Just FWIIW I also used to be into magic but not as 'weird" about it as doc was 😉
    Since AT is my best kit I will stick to playing that. DocJon and I as AT work well together.
    Keep giving us ammo and we will do some damage I promise! 😉

    Remember this is just squad 1. We have room for other kits in another squad as I mentioned above. I would prefer for us to all work together as a 2 squad team. We can just roll over the other team if we do it right. 🙂

    Add some good pilots and Holy cow look at these guys. We could probably compete then.
  21. #21
    Paladin wrote:
    Just FYI I also used to be into magic but not as 'weird" about it as doc was 😉
    Since At is my best kit I will stick to playing that. DocJon and I as AT work well together.

    Remember this is just squad 1. We have room for other kits in another squad as I mentioned above. I would perfer for us to all work together as a 2 squad team. We can just roll over the other team if we do it right. 🙂



    Read 'weird' as 'good'. 😉

    Actually, this is put out there as a team effort. . .no matter where you go, you have a bunch of Medics and a bunch of AT.

    IF you have a specific thing in mind, like taking out assets, of course you go Spec-Ops and do that. If you know you're driving the APC or tank, you go Engineer. If we're getting brutalized by snipers, you counter-snipe. . .but otherwise, this is the default setup. . .very often, we'll have random pubbers take the sniper kit anyway, so if we spot the enemy snipers, maybe they'll help us out.

    Which brings to mind another thought: We need to group up the vehicles more when we are on the armor maps. . .not so much the air power takes us out with one shot, but when possible, we need 2 or 3 vehicles travelling in one group.

    The other day we were playing (On Songhui Stalemate, I think - the one with the Central Island base) and doing OK except we were getting trashed by the TV missiles and the attack chopper. I went back to the Mec base a few times to get their Linebacker, but before I could get together with the rest of the squad, the APC's would take me out.

    Moving together, I could've kept the chopper off the armor and APC's, and you could've kept the armor and APC's off me. . .if we all took Engineer, we could've repaired as we drove. These things are pretty obvious, but we need to decide we're going to be using a lot of armor, take the Engineer class, and travel together, otherwise we sorta do it half-assed. . .for example, I was AT class, so I wasn't really playing to maximize my advantage in a vehicle.

    Some maps, like above, you do a lot of vehicle work. Others, we grab a jeep to get where we are going, and seldom use armor(Wake, Sharqai, Mashturr, Karkand). It would be helpful if we recognized earlier in the map what we will be doing, and follow the appropriate strategy from the get-go.