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Posted: Sun Feb 03, 2008 9:31 pm
by parcival
I was in charge of Europe's Delta Wing responsible of mining and miners D.
Delta Wing guys you ROCK!!!
We only lost 2 miners the whole game (one by a large int rush simultaneously with a large bomb run and the other by a lucky Assault ship stumbling on it). Besides that and early mining difficulties we mined the whole game, scraping rocks mid game and more freely as soon as we started galving, many times right next to their sectors. I don't think we could have win without dedicated miner D that people like sendenhorst, Americano, Quiz, Baldhor, Adept (and others I might forget) did throughout the whole game.

Posted: Mon Feb 04, 2008 12:21 am
by Adept
parcival wrote:QUOTE (parcival @ Feb 3 2008, 11:31 PM) I was in charge of Europe's Delta Wing responsible of mining and miners D.
Delta Wing guys you ROCK!!!
We only lost 2 miners the whole game (one by a large int rush simultaneously with a large bomb run and the other by a lucky Assault ship stumbling on it). Besides that and early mining difficulties we mined the whole game, scraping rocks mid game and more freely as soon as we started galving, many times right next to their sectors. I don't think we could have win without dedicated miner D that people like sendenhorst, Americano, Quiz, Baldhor, Adept (and others I might forget) did throughout the whole game.
My fresh-out-of-cadet keennes was useful there. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

"I volunteer for miner D, let's make wing so we can see how many we get...". I did that once before in a Zone game. Rarely used in SG's or PuG's, but I think the wings are quite useful in these big event games.

/edit Pepper was there with us all the way too.

Posted: Mon Feb 04, 2008 1:46 am
by logsniffer
The game became difficult for us (world) when we let them build in our bottom sector. It opened up our 'soft underbelly' and made it difficult to mine on the whole bottom half of the map. Locking down those two sectors and (expanding into the enemy's) seems to be the path to victory on the EU map. Kudos to whomever designed it, I would like to play on it again.

Posted: Mon Feb 04, 2008 2:19 am
by CraftyCelt
Putting the tele on the bottom left corner allowed me to get an op con into the bottom right, from there we could kill the worlds econ in the bottom half, especially as most of the he3 mines were in 1 sector.
I saw the first he3 mine build and thought screw this for an ic exp game, I immediately bought a sup and by the time it planted had enough cash to upgrade and then buy galvs.
The rest was just window dressing with a little touch of Irish goat cheese for the hell of it. /cool.gif" style="vertical-align:middle" emoid=":cool:" border="0" alt="cool.gif" />

Posted: Mon Feb 04, 2008 9:02 am
by Raveen
logsniffer wrote:QUOTE (logsniffer @ Feb 4 2008, 01:46 AM) The game became difficult for us (world) when we let them build in our bottom sector. It opened up our 'soft underbelly' and made it difficult to mine on the whole bottom half of the map. Locking down those two sectors and (expanding into the enemy's) seems to be the path to victory on the EU map. Kudos to whomever designed it, I would like to play on it again.
I designed the Euro map to represent the EU flag (I don't know if anyone figured that out tbh). It's not really suitable for normal games although I feel it played better than expected on saturday. I'll pass it to TB for his archive so if the servers want to host it then they can.

MadAcc is correct that from time to time Europe was up in players. I think it more or less balanced out over the game, at least until people started bailing from the World side.

My personal highlight was galving that U rock in the SY sector along with Larask and someone else in the face of sector overload and persistant defence.

Posted: Mon Feb 04, 2008 10:26 am
by Duckwarrior
I thought we would have been better off putting an exp on that rock, and XRMing the SY from it, but that's probably why I'm the 3rd worst commander in Allegiance.

Posted: Mon Feb 04, 2008 11:55 am
by Raveen
To be fair that's what MadAcc said too. I think we were set on XRMing from the aleph by that point though and decided that it wasn't worth it. Hence the obsessive dedication to killing it.

Posted: Mon Feb 04, 2008 12:46 pm
by Grimmwolf_GB
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Feb 3 2008, 12:14 PM) Yes, I am planning on doing that, but my diploma thesis keeps me quite busy...
Thanks to pkk the new GoDII revision should be out shortly. (he did the ICE work)
http://www.freeallegiance.org/forums/index...showtopic=39060
Please note: It is not the "Large Game Edition" (increased hitpoints for caps, bases, ...), but it has a ~35% higher sector overload limit along with other changes. The sector overload might be increased / decreased depending on feedback.

Posted: Mon Feb 04, 2008 1:19 pm
by MadAccountant
Killing the exp rock was plain idiocy at that point in the game. We had no garr and no income. If you saw a garrison build then yes kill it. But we had no way to use it and it was close to your aleph.

In the end it didn't matter though.

Posted: Mon Feb 04, 2008 1:52 pm
by Larask
To be fair the same could be said about your Assault Ship U Rock bombing in mid game. I was slightly bemused looking at this mad rush to bomb the rock when you only had one exp yourself and Craft was in no mind to build another.