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Thread: Recruit Probation Efficiency

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    BlameItOnGod13's Avatar
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    Recruit Probation Efficiency


    wasn't really sure what to title this so there you have. the overall theme is utilizing every recruits 30 days of probation a little more efficiently.

    every recruit has 30 days of waiting upon completion of their marksman before they become a full member of the clan. i think collectively we can make more use out of those 30 days to make time go a little faster for the recruit and also get more cohesion when we play.

    in the following example i will use the word "gimmes" numerous times. that is a reference to the two closest flags to our home base. the term "back capping" is in reference to the enemy team taking out "gimme" flags when our team pushes up. "the burn" is a reference to the ticket burn off when the enemy team has more flags capped then our team.

    an example of this would be last night myself and another member along with 2 recruits were playing conquest on rogue transmission. right off the bat our team made a quick fairly quick 4 flag cap. the team then proceeded to push A flag. in the meantime the enemy back capped our E, D and C flags quickly turning the burn in favor of the enemy team. upon noticing this i naturally went back to try and cap C flag on my own and died. i asked for help in doing so but did not receive any. one recruit even mentioned something along the lines of wondering what flag to attack to which i replied "we need to get our gimmes back". this did not happen.

    now i know i could have said something like "fall back and help get the gimmes" but i don't want to be that guy who only makes commands all the time. everyone paid 65 dollars for the game therefore may play any way they wish.

    in the end, our team did not get our gimmes back soon enough and our team lost by 6 tickets. they had us 2 flag back capped for at least 250 or so tickets.

    this is just one example of things we could do with those 30 days. teaching mini map awareness, knowing when to fall back and overall playing as more cohesive squad.

    i know this could come off as me just being unsatisfied but when we lose by 6 tickets because we couldn't get our gimmes back i personally don't feel like it comes off that way.

    as i previously stated this could give recruits a little something more to fill time up during those 30 days.

    other things that could be "taught" so to speak is knowing when to and when not to take the air, especially as a squad. sometimes we pick bad times for our whole squad to go air born. other things would include some basic tips and cohesion for Armor teams, example tank driver/gunner - repairman. who will play what class within the squad, for example last night 3 of us were support on Lockers.

    whether or not this is should be implemented or if it even a good idea is up to you officers to decide. all i can do is make the suggestion.

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  2. The Following 2 Users Said Fucking Hell Yeah ! to BlameItOnGod13 For This Fucking Post:

    CAG CheechDogg (March 20th, 2014),StormySGT ELIAS (March 20th, 2014)

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