Community Clash RGQT vs SG - PlanetSide Universe
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Community Clash RGQT vs SG

Tune in again next Wednesday as AGN and ReachCast Show bring you the next matchup of Community Clash! Next week brings us a relatively new outfit vs an established team with ties to PlanetSide 1. RageQuit Gaming vs Sturmgrenadier! Vanu have an undefeated record so far on Community Clash, will Sturmgrenadier be able to to turn it around and pull out a win for the New Conglomerate? Tune in and watch them compete live Wednesday September 18th at 8PM Central Time. Not sure what time that is for you? Hit up the time zone converter. We are proud to announce this matchup will take place on the Nexus Battle Island! As always the hosts will be a combined team of AGN and ReachCast

The Show:

The hosts:

Tune in on our specially designed Community Clash page for information about the show, participants and more complete with live chat. Want to participate in future events? Simply fill out this form for your chance to compete in a future Community Clash. Curious about the rule set? Check out the rules page for more information. Last but not least be sure to share this event on Twitter!

Remember to subscribe to us on YouTube and follow us on TwitchTV and you will never miss any of our exclusive AGN ReachCast Events!

38 comments
2013-09-13 02:04 PM
Latest Comments
2013-09-18 08:46 PM
DirtyBird
Re: Community Clash RGQT vs SG

Nearly and hour in and match hasnt started due to Twitch being an ass.

Also, perhaps in future the reachcast ppl could take notes of the map and base layout prior to the cast so they aren't giving lame previews on the fly.
You already said you had been through the map but couldn't remember everything so making sure you have a pad and pencil next to you shouldnt be too hard.

Good luck, I couldn't wait any longer sorry.
2013-09-19 04:54 AM
NewSith
Re: Community Clash RGQT vs SG

Just watched the first round, and I have to say, this round was epic.

While I prefer SG as a team to support, I must give credit to RGQT for their extremely quick responses to vehicle threats. That Vanguard would've been a gamechanger if RGQT didn't take it down as quick as they did.
2013-09-19 05:35 AM
NewSith
Re: Community Clash RGQT vs SG

And the second half... was epic.

Nice comeback, RGQT, GG!
2013-09-19 06:45 AM
xSIRGUYx
Re: Community Clash RGQT vs SG

Great Battle SG, I am sure they will work out the bugs on Rules, Points system and Resources. You guys must have blown through all your resources in the first half, soooo many vehicles. Hope to see you again for a rematch.
2013-09-19 08:03 AM
NewSith
Re: Community Clash RGQT vs SG

Breaking down the match, I'd say that both teams underutilized tools at their disposal, like:
There were barely any squad beacons placed.
Mana turrets were really underused. But not for their direct purpose, but rather to create more infantry cover on the top lane.
If it was up to me I would include 1 or 2 air superiority ESFs loaded with maxed out scout radar, acting as UAVs
This one is extremely optional, but the upper lane allowed for the wide use of indirect and semi-indirect fire like snipers and artillery
2nd RGQT galaxy would've gone further at the beginning of the match if it flew closer to the ground. All and all the distraction technique was quite impressive


I'll post more if I remember...
2013-09-19 10:12 AM
krayons
Re: Community Clash RGQT vs SG

On the note of spawn beacons they were banned due to on the test server needing to be lvl 10 to get them. Also squad deploy was broken on the Nexus.

So you didn't see that type of play which I think was very interesting. It highlighted teamwork of the medics to keep their team going.
2013-09-19 11:01 AM
Warhalo
Re: Community Clash RGQT vs SG

Originally Posted by Snipefrag View Post
cool, dont think it will live up to FC vs TiW last time round.. but should still be good !

Sent from my GT-I9300 using Tapatalk 2
You are right. It was 100x better because it was an amazing fight. The FC>TiW fight was boring, drawn out, and completely one sided.
2013-09-19 11:37 AM
GraniteRok
Re: Community Clash RGQT vs SG

Originally Posted by krayons View Post
On the note of spawn beacons they were banned due to on the test server needing to be lvl 10 to get them.
This is why the test server should be similar to VR. All certs unlocked, all weaponry and addons unlocked. This would allow everything being instantly available to all for testing (and clashes!). Sure you start with 100k certs but it's something like 150k or more to unlock and max out everything. It'd be simpler just to unlock everything.
2013-09-19 03:53 PM
Stew
Re: Community Clash RGQT vs SG

The formula really need to get a better standard , i mean the ( clash point ) is kinda more base on luck than anything , it rely more on who is lucky enough to capture the point at the ( clash point momments ) wich is not include into the game itself

I would prefer to see a true 48 vs 48 on the nexus with the true nexus rules and capture mechanics , is this feasable ?

Iam pretty sure thats we have few outfit who as enough numbers to pull out 48 players each

I would really like to see a full scale nexus with a full scale battle and capture to see the flow of the nexus itself and the strategies that can be pulled out

Still a great Pre MLG comunity show

Keep going with it
2013-09-20 08:40 AM
Hamma
Re: Community Clash RGQT vs SG

We will have the YT recording for this up in a few hours.
2013-09-20 10:41 AM
Hamma
Re: Community Clash RGQT vs SG

2013-09-20 11:51 AM
Gammit10
Re: Community Clash RGQT vs SG Recording Posted

This was the first spectating of a video game I've ever really understood and enjoyed. Excellent job to all.
2013-09-20 01:37 PM
Luperza
Re: Community Clash RGQT vs SG Recording Posted

Was awesome to watch this! I love the close matches. Much more fun than watching someone get stomped.

RageQuit with the comeback...I was a tid bit scurrd for my VS homies after Round 1, but dayum! Great job everyone and Sturmgrenadier, you were rocking it! I would have been happy if either of you won.

I can't wait until the next match up!!
2013-09-20 01:46 PM
NUKABAZOOKA
Re: Community Clash RGQT vs SG Recording Posted

Originally Posted by Luperza View Post
Was awesome to watch this! I love the close matches. Much more fun than watching someone get stomped.
2013-09-21 04:42 AM
Obstruction
Re: Community Clash RGQT vs SG Recording Posted

the resources are a major problem. i don't think it's really just "a reason to think about how you spend resources." rather, it seriously limits available strategies.

with so few resources available, any MR spent are wasted unless they are spent on a sunderer or saved for a future sunderer. possible exception might be a suicide wraith flash used to C4 an enemy sunderer.

Liberators, already at a disadvantage to skilled ESFs, are further marginalized in this format by AR considerations.

maybe you could see non-pilots preparing load outs and supplying ESFs to pilots, but it seems like a very clunky workaround that puts the team at an even further infantry pop disadvantage.

the format provides for multiple bases to be conquered but the reality of the lattice and the capture time only permits one base battle per "half." so there is no functional difference between this and a standard TDM map in any other game. one of the most important features of planetside 2 is wide scale combat that takes place at novel locations between capture points.

so far this just seems like a generic FPS match with a planetside theme. the only important factors seem to be sunderers and infantry. for some people that may be enough, but it really doesn't capture the scope of planetside 2. if one of the purposes of competitive gaming in PS2 is to increase the playerbase, this type of watered down format is going to be somewhat counter-productive, in that it presents a fraction of the actual experience.

finally, there could be some improvements to the presentation to help the audience feel some dramatic tension in the ebb and flow of the battle. if you don't really have any stakes in either side, or have little experience in the game, hearing the arbitrary scores rattled off seemingly out of nowhere, based on the actions of two dozen scurrying, nameless little toons, doesn't do it on its own. it may take more preparation on the part of the presentation team, and even on the part of the players, but calling out plays by player name and focusing more on "embedded" views where the audience can hear player interactions would go a long way.

also presenting a "shot clock" and a scoreboard would be HUGE for helping the audience follow along. it just isn't tense to hear "the clash point has passed and the score is ##-##," after the fact. we need to know it before it happens so we can feel it coming and get that moment of release when the anticipation breaks and the outcome is known.

that said, good job to everyone involved, congrats to everyone to who participated. despite initial skepticism, and my critical tone above, i enjoyed the stream and look forward to the future of competitive matches in planetside 2.
Reply


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