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  • Concord 3:22 pm on November 14, 2009 Permalink | Reply
    Tags: fortress, strategy, sweeping, tactics   

    How to sweep? What are the sweepers objectives? Kill attackers, or delay their attack as long as possible? How is this done? Is sweeping worth it?

     
  • radian1 12:17 am on June 17, 2009 Permalink | Reply  

    yea the fastest speed i ever got was pos 2 or 3 with a hard double grind and exact split with pos 4 and enemy. pos 1 could possably try a double grind but i reckon it would mean certain death.il,e try it next time im,e pos1,but the double would have to be short

     
    • 2020 5:08 pm on June 18, 2009 Permalink | Reply

      what speeds we talking about?

  • 2020 1:10 pm on June 6, 2009 Permalink | Reply
    Tags: centre, launch, speed   

    I think there’s a hidden way to accelerate a player in the launch. First there was grind centre, then there was position 2/3 double-grinding. I’ve always thought that it might be possible to catapult the central player to an even faster speed. I think it has to do with timing.

     
    • Concord 1:11 pm on June 6, 2009 Permalink | Reply

      Perhaps, if position 2&3 single grind, hard. and position 1 slams the brakes right at the start?

      • 2020 2:16 pm on June 6, 2009 Permalink | Reply

        this definitely works though i am not sure if the speed is higher… needs to be checked… i also think the other players might be involved if grinding algorithm includes walls beyond the one ground to…

        • Concord 2:48 pm on June 6, 2009 Permalink

          I’m pretty sure it doesn’t

        • Concord 2:57 pm on June 6, 2009 Permalink

          but… if the other players improve 2&3′s speed it will take longer for 1 to get ahead of them and 1 will therefore have more tunnel to increase speed

  • Concord 12:58 pm on June 1, 2009 Permalink | Reply  

    This blog format – I’m really liking it. It allows to reply to any level of replies, so a hierarchy is created. And like outlining software (Inspiration, mindmap) one can click Hide Threads to show just the top level subjects.

     
  • ε "epsy" 10:07 am on June 1, 2009 Permalink | Reply
    Tags: #1, countermeasures, middling   

    How to counter middlers?

     
    • ε "epsy" 10:08 am on June 1, 2009 Permalink | Reply

      Simpliest of all: Middle regrinds his left and splits right (or the opposite). This however denies you from middling.

      • compguygene 2:15 pm on June 5, 2009 Permalink | Reply

        I absolutely agree epsy. In wild west we have 2 general types of calls. One type tells the offensive unit to attempt to penetrate the middle of the opposing team. The second type tells the offensive unit to block center and focus on getting kills, while staying alive, in the midfield. We almost beat TR twice doing this defensive strategy, but we were unable to break their defense in a well coordinated manner and were picked off in the process. However, when our attackers focused on reducing TR’s numbers first, and coordinated properly to break down the remaining TR offense, we won. We just need to fine tune our offensive tactics better to rule the game.

      • hoop 1:52 am on June 27, 2009 Permalink | Reply

        If Middle regrinds his left, he should split left. If he splits right it becomes useless.
        Anyway, usally the space between #2 and #3 walls is so tight that the trap you leave won’t work

        • hoop 1:55 am on June 27, 2009 Permalink

          I’m wrong, splitting right works too… two different ways

    • Concord 1:12 pm on June 6, 2009 Permalink | Reply

      As center split flush with one of the wings walls, and cover the other side

    • radian1 7:16 pm on June 17, 2009 Permalink | Reply

      there was somthing i was considering recently
      it involves pos 2 and 3 doing a fairly lose grind at launch which enables pos 1 that extra millimetre to nudge left and right on the launch -i tested it and although you get very close to rubber limits it does effectivley seal the middle–i need more practice with this manouvre though

  • Concord 11:32 pm on May 29, 2009 Permalink | Reply
    Tags: #2, split   

    What do we do after splitting? lets start with position 2

     
    • K-Yo 6:29 pm on May 31, 2009 Permalink | Reply

      keep going straight (AFTER splitting) as long as enemies block the way to their zone.
      If you’re fast enough, block them and attack by grinding their main grind (the one at start) if you’re not fast enough, wait approximatively 3/4 of the length of your tail to turn back and try to attack going through by the center.

      • Concord 10:32 pm on May 31, 2009 Permalink | Reply

        if they slightly outspeed you and you anticipate that they will try to cut you off, you have two options

        • Concord 10:33 pm on May 31, 2009 Permalink

          1 brake, slow down, 180 and retreat

        • Concord 10:33 pm on May 31, 2009 Permalink

          2 make a step towards your defense and grind the wing man behind you

        • ε "epsy" 10:01 am on June 1, 2009 Permalink

          Better delay it the most by still going straight until the very last moments, then try to confuse him by going straight again, then go back to the direction of the base. If you get close enough to the RIM, use the RIM.

          Main thing is, after all, protecting your base.

      • Concord 10:34 pm on May 31, 2009 Permalink | Reply

        if they way outspeed you try grinding back your tail to block them later on or brake and make yourself look vulnerable so they try to attack you instead of your open defense.

    • Concord 10:35 pm on May 31, 2009 Permalink | Reply

      Also, position 2 is on the weak side of the team. The grinds are offset and the opponents is always slightly left than your own teams. So as position 2 you are on the weakside, the leftside.

      • ε "epsy" 10:03 am on June 1, 2009 Permalink | Reply

        However, it’s the side where you will always have an outer, starting with 4v4.

        PS: Grmpf, almost edited your post.

        • Concord 12:53 pm on June 1, 2009 Permalink

          yes, but after 5v5 both sides have outers and with 6v6, that second outer is usually defending.

  • 2020 3:04 pm on May 27, 2009 Permalink | Reply  

    pair-play is the edge… most attention seems to be on countering centre-defence, and once that’s covered, i think the evolution of midgrid play will begin in earnest :)

     
    • Concord 3:21 pm on May 27, 2009 Permalink | Reply

      Agreed
      so covering center defence: the different tactical options we have and their strategic consequences

    • Concord 10:53 am on May 28, 2009 Permalink | Reply

      so before we as a whole move onto the pairplay, the blocking center methods are the topic. Which are the most effective, which are the easiest, what are their strategic consequences?

  • Concord 10:48 am on May 27, 2009 Permalink | Reply  

    Using short messages from a bunch of different authors, I hope this place fosters the collective development of our written work in a open source manner. We will also do weekly, or semi-weekly collations, and piece together discussion into articles to be posted on PlayFortress

     
  • Concord 10:47 am on May 27, 2009 Permalink | Reply  

    This site was created to foster the documentation of all the implicit tactical decisions good Fortress players make all the time. So far, defenses and attacks have been described in the tutorial sense, but tactical decision making remains to be implicit.

     
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