Kult Clan
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Kult Clan

Main Domain of The Kult Clan


You are not connected. Please login or register

RULES FOR KULTS CAL LEAGUE

Go down  Message [Page 1 of 1]

1RULES FOR KULTS CAL LEAGUE Empty RULES FOR KULTS CAL LEAGUE Tue Jan 13, 2009 11:32 pm

wicked


Admin

Must wear "// Kult" tag unless you are playing in a *Scheduled* Cal league match.

Pre-match Thoughts and Measures:

-The less “talking” you do the better
-commands and information only
-Only call what you know for sure
-Good information to give your teammates
-always give a location for:
-footsteps
-# of opponents
-position last seen
-what weapon are they carrying/firing
-did you hit them
-if dead read off hit points left
-nades that have been thrown
-count the number of nades thrown to account for them if necessary
-Imagine you are your opponent, what would you be doing
-then don’t act on it
-advise your teammate what might be happening, and let them make the next move, because you are going to have a biased decision of the situation

-WAIT FOR HELP
-unison attacks almost never fail
-conserve nades
-don’t double smoke/flash the same spots
-(listen for) FIRE IN THE HOLE!
-watch where and when your teammates throw nades
-Have a long term memory
-most players are subject to habit
-learn to recognize death zones
-and be able to construct a way to beat those points
-i.e. smoke/flash/cover-fire
-group nade throws
-if you kill the whole team count and register the weapons
-use this information
-i.e. if the stop buying nades/awps they are going broke
^kult^ | Yoda^Fitz: Team Layout and Weapon Buys:
-manage team cash
-type money after each round
-i.e. 5k or 2500
-let your team know when you have one full buy left
-based on a loss of current round

-if all you can afford play 2 man team strats
-i.e. group buys
-one member buys full nades
-one member buys smg + armor
-this 2 man team needs to work together to take weapons off of the dead
-cooperation and teamwork
-the SMG member of the 5 man team will have enough money for rifle and awp buys as necessary in the later rounds

NADES
-smoke under your feet, never throw a smoke beyond where you can run by the time its full puff hits
-unless its being used to distract
-flash in the air, a flash on the ground is less effective
-HE nade – toss to explode in the air at head level for most effect
-never throw one nade unless you know the target is damaged
-always throw at least 2 he nades in unison

Two Man Team Dynamics
-never reload at the same time
-run/walk in unison
-one player flashes at a time
-trade using your flashes
-while one flashes the other covers
-when attacking hidden opponents

-one will fire for affect while the other gets into an effective firing position
-call cover
-always know where your teammate is looking and look the other way to cover each other
-call out the locations you are watching when in a defensive position
-call out the locations you will be firing on in an offensive move
-always choose overlapping positions to cover all members in a defensive position
-know the body count
-you may need to shoot thru a teammate in order to save a round
-i.e. one opponent left
This is a TEAM BASED GAME
YOU HAVE TEAMMATES FOR A REASON

https://kult.variousforum.com

Back to top  Message [Page 1 of 1]

Similar topics

-

» RULES FOR ADMINS!

Permissions in this forum:
You cannot reply to topics in this forum