Clan Match AARP VS ????

What about an intra-clan match--between not just split AARP squads but also divided R6V2 and associated clans like DFA and HT and (x)TGZ and others, regulars all--a sort of finely-tuned pick-up game wherein balance rather than clan tags are prioritized. For example, accomplished jet flyers (perhaps the rarest of all armor aficionados) are split evenly as are tankers (maybe divided by tendency--off flag vs. on flag tankers), etc. Attack helo pilots and gunners, both split evenly. Infantry specialists are also split. Habitual high hill snipers, genetically pre-disposed to uselessness, are decapitated and their heads aligned along flag rock to watch the proceedings. I dunno. Spit-balling.

Few things are more aggravating than a full game wherein one team has dominant air and dominant land armor from square one. I understand the tech barriers (and cultural ones, like privileging squads that want to stick together by design--one of RC's great features, I'd say). But if you had the opportunity to draw up teams (offline) as evenly as possible (even going so far as to look at top weapon type, K/D ratio, SPM and Skill index as part of the equation), what would likely result would be something approaching balance. Something that could then be refined by moving the pieces around judiciously.

As I type this the rapidly dawning futility of it all has worn me down to this statement: multiple squads working in concert and sharing VOIP chat will generally conquer even more skillful players if they intelligently pick their battles and take flags via the path of least resistance (i.e. hitting unguarded points hard and fast, sending less likely to be detected single soldiers with four squad-mates ready to spawn on them the moment they cross into a neutral or enemy flag perimeter). And then the less appealing but peripherally effective stuff like planking in the rubble or C4 jihadiism and jet taxi-ing to undefended spots. This has really morphed from my initial motivation to weighing-in here ...

But it perhaps gets at what the real appeal of inter-squad competition is about--marshaling as many like-minded players as possible over shared voice communication and working together to zero out the enemy's tickets by cooperating so tightly that resources are evenly spread and specializations are similarly linked, in a thoughtful way (mostly simple stuff like an engineer either driving or gunning in every tank--you'd think it goes without saying, but ...)

I've waxed turgid for sometime now so I will conclude with an esoteric beer recommendation: Belching Beaver Brewery's Peanut Butter Milk Stout. Mmmmm. Not totally unlike a series of Reese's peanut butter cups being chased by swigs of Guinness. That really sells it short. It's more of a peanut butter A&W float-y kind of thing, except Guinness is doing the root beer's work.

Note: I realize time constraints, the herding of such cool cats, the roping steers and lashing them together and expecting them to get to grazing hundreds of miles away un-tended, un-shepherded ... the time involved, the disparate agendas, that's the hardest bit. Always will be.
 
Recommend:

Start a poll for several dates or times.
Then decide teams
Then decide positions

But I’m not doing it!

Ok Ill start one again.

And can someone give me the cliff notes of what chinese baby wrote. Im not reading that whole thing. :glee:
 
What about an intra-clan match--between not just split AARP squads but also divided R6V2 and associated clans like DFA and HT and (x)TGZ and others, regulars all--a sort of finely-tuned pick-up game wherein balance rather than clan tags are prioritized. For example, accomplished jet flyers (perhaps the rarest of all armor aficionados) are split evenly as are tankers (maybe divided by tendency--off flag vs. on flag tankers), etc. Attack helo pilots and gunners, both split evenly. Infantry specialists are also split. Habitual high hill snipers, genetically pre-disposed to uselessness, are decapitated and their heads aligned along flag rock to watch the proceedings. I dunno. Spit-balling.

Few things are more aggravating than a full game wherein one team has dominant air and dominant land armor from square one. I understand the tech barriers (and cultural ones, like privileging squads that want to stick together by design--one of RC's great features, I'd say). But if you had the opportunity to draw up teams (offline) as evenly as possible (even going so far as to look at top weapon type, K/D ratio, SPM and Skill index as part of the equation), what would likely result would be something approaching balance. Something that could then be refined by moving the pieces around judiciously.

As I type this the rapidly dawning futility of it all has worn me down to this statement: multiple squads working in concert and sharing VOIP chat will generally conquer even more skillful players if they intelligently pick their battles and take flags via the path of least resistance (i.e. hitting unguarded points hard and fast, sending less likely to be detected single soldiers with four squad-mates ready to spawn on them the moment they cross into a neutral or enemy flag perimeter). And then the less appealing but peripherally effective stuff like planking in the rubble or C4 jihadiism and jet taxi-ing to undefended spots. This has really morphed from my initial motivation to weighing-in here ...

But it perhaps gets at what the real appeal of inter-squad competition is about--marshaling as many like-minded players as possible over shared voice communication and working together to zero out the enemy's tickets by cooperating so tightly that resources are evenly spread and specializations are similarly linked, in a thoughtful way (mostly simple stuff like an engineer either driving or gunning in every tank--you'd think it goes without saying, but ...)

I've waxed turgid for sometime now so I will conclude with an esoteric beer recommendation: Belching Beaver Brewery's Peanut Butter Milk Stout. Mmmmm. Not totally unlike a series of Reese's peanut butter cups being chased by swigs of Guinness. That really sells it short. It's more of a peanut butter A&W float-y kind of thing, except Guinness is doing the root beer's work.

Note: I realize time constraints, the herding of such cool cats, the roping steers and lashing them together and expecting them to get to grazing hundreds of miles away un-tended, un-shepherded ... the time involved, the disparate agendas, that's the hardest bit. Always will be.

That's a lot of.....words there
 
What about an intra-clan match--between not just split AARP squads but also divided R6V2 and associated clans like DFA and HT and (x)TGZ and others, regulars all--a sort of finely-tuned pick-up game wherein balance rather than clan tags are prioritized. For example, accomplished jet flyers (perhaps the rarest of all armor aficionados) are split evenly as are tankers (maybe divided by tendency--off flag vs. on flag tankers), etc. Attack helo pilots and gunners, both split evenly. Infantry specialists are also split. Habitual high hill snipers, genetically pre-disposed to uselessness, are decapitated and their heads aligned along flag rock to watch the proceedings. I dunno. Spit-balling.

Few things are more aggravating than a full game wherein one team has dominant air and dominant land armor from square one. I understand the tech barriers (and cultural ones, like privileging squads that want to stick together by design--one of RC's great features, I'd say). But if you had the opportunity to draw up teams (offline) as evenly as possible (even going so far as to look at top weapon type, K/D ratio, SPM and Skill index as part of the equation), what would likely result would be something approaching balance. Something that could then be refined by moving the pieces around judiciously.

As I type this the rapidly dawning futility of it all has worn me down to this statement: multiple squads working in concert and sharing VOIP chat will generally conquer even more skillful players if they intelligently pick their battles and take flags via the path of least resistance (i.e. hitting unguarded points hard and fast, sending less likely to be detected single soldiers with four squad-mates ready to spawn on them the moment they cross into a neutral or enemy flag perimeter). And then the less appealing but peripherally effective stuff like planking in the rubble or C4 jihadiism and jet taxi-ing to undefended spots. This has really morphed from my initial motivation to weighing-in here ...

But it perhaps gets at what the real appeal of inter-squad competition is about--marshaling as many like-minded players as possible over shared voice communication and working together to zero out the enemy's tickets by cooperating so tightly that resources are evenly spread and specializations are similarly linked, in a thoughtful way (mostly simple stuff like an engineer either driving or gunning in every tank--you'd think it goes without saying, but ...)

I've waxed turgid for sometime now so I will conclude with an esoteric beer recommendation: Belching Beaver Brewery's Peanut Butter Milk Stout. Mmmmm. Not totally unlike a series of Reese's peanut butter cups being chased by swigs of Guinness. That really sells it short. It's more of a peanut butter A&W float-y kind of thing, except Guinness is doing the root beer's work.

Note: I realize time constraints, the herding of such cool cats, the roping steers and lashing them together and expecting them to get to grazing hundreds of miles away un-tended, un-shepherded ... the time involved, the disparate agendas, that's the hardest bit. Always will be.

That's a lot of.....words there

ADIOS, that was translated from Chinese. lol
 

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