Competitive PMS gaming
Ladies when you finish your recruitment it doesn't just end at being a member, if you don't want it to. We do compete on www.gamebattles.com and www.multiplayernation.com Upon finsihing your recruitment if you create an account on these sites let me know, our large team roster is on www.multiplayernation.com while our small teams compete on gamebattles. If you would like to be a part of a small team or form your own let me know upon finishing your recruitment. Also, if you'd like to be a part of our large team for the entire clan please also let me know this so I can add you to our team. Any battles questions please feel free to come to me and I will answer them to the best of my ability. If I don't know the answer I will definetly get it to you. One last thing, upon obtaining your forum rights you will have access to our divisions section of the forums make sure you check out the "Battles, Matches, Subteams" subforum this is where I post any scrimmages that are coming up. When I say scrimmages sometimes people get confused as to what team this is for (small team, multiplayernation team, etc.) a scrimmage I set up for the entire clan, anyone can participate as long as you are not casual or recruiting.
My main rule when competing is we win as a team, we lose as a team, NEVER rage at a teammate. Or at the other team for that matter.
Re: Competitive PMS gaming
I would totally like to put together a small team if at all possible. Consisting of my twin sister PMS Ninjamuffin and our big sis PMS Marti Party! I know we would need one more girl but that shouldn't be hard to come by with so many awesome PMS' out there ^.^
Im not too familiar with gamebattles though and I'm not entirely sure how it works so I may need to be schooled on it.
Re: Competitive PMS gaming
Definetly check out the PMS NA COD PS3 division battles forum I have put all of the gamebattles rules on there for you. If you want to put a small team together make sure you speak to your divisions battles manager! But I will definetly answer any questions you may have if I can.
Re: Competitive PMS gaming
Hey guys it's xHypothetical here. Just letting you know that i thought i'd write up this handy little guide to Competitive CoD gaming, just a quick look and explaination of the basics we should all look to cover! Hope it helps and that you enjoy the read!
It is both as an attachment, and in full here in this post.
A Competitive CoD Guide: The Whatís Whenís And Howís.
1. Player Roles and Team Chemistry
2. Building Team Chemistry and Strategies
3. Map Awareness, Nade Spots and Stun Checks
4. Objective Play
5. Player Qualities
6. Concluding Notes
7. Q&A Section Message me with questions and Iíll post a response (updated bi-weekly)
Part 1: Player Roles and Team Chemistry
First weíre going to look into player roles, and how each role is deployed in different game types. This is based upon a 5v5 match, however can be utilised to accommodate 4v4 and 6v6.
There are 3 key roles within a team,
Plus one more role called a Pick (s&d only)
It is key that the most experienced and skilled players run objective, it is their job to pull flags, rush, counter rush and defend specific areas. They should also be the one running SMGs, for both increased mobility and speed. The length of sprint is increased when using a SMG over an AR. This is key for rushing and pulling flags. They are also important for the initial call outs.
If running with 2 objective players (5v5,6v6) Itís a good idea for one to run stuns and the other smoke. One can stun and simultaneously the other can move in for the kill, communication is key and thatís where team chemistry comes into play. Also the smoke is to either cover rushes, routes and fake smoke to pull the enemy to that direction.
Typically you would run 1 or 2 depending on team size. It is there job to primarily kill the other team. However to do this you must keep them on spawn, you must be unpredictable and cause interference. Along with the objective player the slayer will be available for initial rushes or as a support slayer blocking routes and countering rushes. For the most part, staying alive is the key to be a successful slayer. You want to know the spawns very well, by pulling a team a certain direction they lose map control and the support / objective players can do their jobs.
Usually you would run 2. Support classes typically run with ARs. It is their job to secure and hold down positions, to allow the objective players to pull flags etc. The support players should be setting up crossfires (where exists and entrances to a building or an area are being watched by both players at the same time) It is all about map control with the support player, to secure map control to control the engagement. Call outs are very important with team members, but more so with the support because it is their job to be aware of the situation at all times.
The Pick is the sniper of the team, and would usually only play in S&D games. Itís their job to spawn kill at the beginning of each game hence the name ďPickĒ. There are a few spawn spots to look out for each map. Usually you would use such a player to lock down areas with long range of sight, to communicate with the team where players are heading and to call out at those hard to see places without a scope. This role can be used aggressively or as a support role player.
Knowing when to Slay, when to run flags and when to plant bombs is key. Also as a "Role Player" don't be afraid to branch out. Don't be the player who says I'm not going to go plant a bomb I am the slayer. Feel free to step in and if you feel you are in a position to plant a bomb or pull a flag DO IT! If you feel it is a good time to stop and start slaying then DO IT! With the Role System similar to the Setup System it is not all set in stone. Sometimes you have to Ad Lib and doing so correctly can be the key to victory. Don't be a one dimensional player and NEVER use your ROLE as an EXCUSE
Part 2: Building Team Chemistry and Strategies
The mistake that most teams make is they assume they need strategies and call outs for every map and game type and they need a plan. This is how teams fail because players are trying to play towards strategies they have yet to use in combat.
The best way to start out is to just play matches. By playing freely you learn who likes to do what. Before the map starts just have a small discussion over who will run objective and etc and go from there. From this you will be playing off of pure skill and communication. Make sure Communication is at its best.
Upon getting kills and putting the other team on spawn, see how your team shifts.
- Is your team all running to the same spot??
- Is your team staying back?
- Are they rotating and balancing the map?
- Are they slaying too much and not enough objective?
- How the enemy is reacting upon being put on spawn?
- Is my team knowledgeable of the spawns?
- Are we in a good enough setup to counter the spawn?
Taking these into account for every map and game type you play will help you see how your team plays and how strategies can be made. Do you find yourself running to a certain spot upon putting the other team on spawn? If so try to balance the map upon your own positioning. Do you find your slayer is shifting to a spot where he is picking up kills? Shift the team in a manner that lets them do their thing but also watches their back and the other route that will be taken after the other team realizes they are not going to be killing your slayer. By consistently playing ,seeing how your team reacts upon being put on spawn, seeing how multiple enemy teams react upon being put on spawn you can then have a broad idea or "strat" as to how you will play certain maps and game types.
Setups and Strategies are all great on paper but during the course of a game you will realize certain spots can not be obtained or are being obtained and then you are being killed quick. Don't have 1 setup. Have a few spots you want to obtain and NO ONE SHOULD HAVE SET SPOTS. No one player on the team should have a set spot. When you try to get 4 players into 4 exact spots havoc and confusion is over the horizon. If one player is holding a spot that you "usually" have go to his spot and play the game. Learning to play more than one spot in your teams setup is key. Sometimes a team mates of yours can be on and play the spot better than you on that particular match or day. So in having a flexible setup to where everyone plays multiple spots it makes shifting easier and makes everyone in the long term feel comfortable. Just remember in setups you don't need to have every certain spot occupied but just make sure the general area you want secured is secured.
The most important thing in Call of Duty is to expect to lose in the early stage of your team. Expect the worst to happen, expect your team to mess up, expect bad shifting and balancing, expect over slaying and not enough objective. Expect to get your ass handed to you at points but always remember to learn as muh as you can from these losses.
Part 3: Map Awareness, Nade Stuns and Stun Checks
Knowing popular spots, spawns and jumps are key to success. Being able to fluently play through the map while throwing nades, taking shots and also being shot at is key. Know what angle has what shot, know what path leads to which and what path has more than one destination. Knowing Jumps can be the key. If you go down said spot on map and the enemy knows it leads to a popular spot he can beat you there. By knowing a jump or a trick spot you can easily out think your opponent and wind up flanking him or catch a team mate of his because of his misinformed call out.
Multi-Tasking is Key in Call of Duty. On Game Types such as Domination, Search and Destroy and Demolition and even Capture the Flag to an extent there is a point in the game where you have to watch a spot on the map and also be weary of the objective. Knowing you can set up in one spot and watch your team mates flank and also lock down the map and still have the luxury of knowing you can also throw a nade from that spot onto the objective relieves a lot of stress to an individual. Some less experienced players when it comes to game types such as S&D or Demolition will come to a point in the game where they want to hold down a point of the map but are also worried about their objective. They find themselves running back and forth between the two or back tracking more than needed and this leaves them prone to letting an enemy slip through in their setup or finishing up a kill on their flank. Nade spots give you a sense of security and also prove valuable off the spawn in Game types like CTF, Demolition and Domination. In Most competitive leagues their is a Respawn Timer. Knowing how to properly throw nades or knowing a Nade spot off of the spawn to almost perfectly 9 out of 10 times kill that said player on objective can prove very crucial and can decide the outcome of the game. Now don't go around looking for any random spot to where a grenade can land on an objective. Make sure in finding this spot it pertains to the Flow of the map. It shouldn't be a spot complicated to where you have to go to a rather secluded part of the map and/or take time to set it up. Nade spots should be rather quick and Flow in your game play and the flow of the Map.
Revenge Kills/Stun Check
Now For Revenge Kills and Stun checks, I know we have all been in a situation where we know an enemy is in a certain spot and we want the kill or we were killed by an enemy and are going back for a revenge kill.
In pursuing these kills you need to keep in mind:
Does the Enemy know I know where he is.
If you are going for a revenge kill what was the first route I took that lead to a death.
Was I spotted by an enemy before going for this kill.
These questions prove to be the 3 most important. If an enemy knows you are coming he will play more cautious and if he has killed you before he might switch up his spot to the counter the spot that was once his weakness. How do you avoid situation like these?? Not only using your Map Awareness as stated before and Jump spots you can also stun check. Throwing a Stun to where the enemy was last time to make sure he isn't there and/or throwing a stun check to where you think he is going to counter his once soft spot. Now note after getting Hit Marks don't always just blindly run in, cause some can be partial hits and he can still be in a state to kill you. Like any player when getting hit by a stun you are nervous and are ready to blindly spray and fight. Sometimes the smart option is to stun him once and upon getting a marker wait a little and put your back to a wall maybe baiting him out of the building or cover he was in. The player might be thinking he is flanking you flanking him. Another thing is to stun him and then grenade him in a spot to force him out of his cover as you wait at the exit. Always be weary of him not using door and using his Map Awareness or Jump ability to leap out of windows or etc. When pursuing Revenge Kills and using Stun checks it is always a game of Cat and Mouse but can prove to be the turning point in games when trying to break setups.
Part 4: Objective Play
4.1. Capture the Flag
The mistake many teams make in playing CTF is this false idea that you "Play Defence" on CTF. The true goal of CTF is to score flags and by doing this you need Map Control. Having a 4 offence team is generally the way to go. Now this does not mean 4 people rush the flag but you have 4 people on the map securing it down and locking down a route for the objective player to go in and pull the flag and have a safe route home. In doing this you keep the enemy team on spawn or always in a fire fight with your team in essence making that 4 man offence your defence. If they are constantly dead, fighting or chasing your objective player they will have no time to Chase your flag.
Are key in CTF. When killing a player who once had the flag especially in the middle of the map or at the enemy base you need to ask your self:
Are there any other players alive or around?
If so use the flag as bait for another kill or two before returning it. Before going to pick up the flag count to 5 and assess the field. If you feel it is safe or etc go for the flag. Don't dwell on the idea though, if you feel it will be best to insta return the flag then do so.
Another thing to remember on Flag Returns is if your team is on spawn or not in a position and you see the flag carrier but he is with his team or you feel you can't kill them all utilize your stun nades. By Stunning the carrier you slow him down giving your team mates more time to get there to kill him or to pull the enemy's flag. Sometimes slowing the enemy and stunning them is just as good as a kill.
When the other team has pulled your flag and you don't think you can catch up to them , REMEMBER:
Take the opposite route, You don't have to chase the enemy directly from behind
Also remember STUNS! by stunning ahead of the where the enemy flag is you can catch the runner going for the score, and give your team more time to get over there and set up for a kill or counter pull again.
Defence Upon Death
In CTF when you are put on spawn you need to realize if you were killed in the middle of the Map or in your base the enemy is probably setting up for a flag pull. ONCE AGAIN remember to Pre stun the Flag. If you spawn or are already alive and some of your team mates are still waiting by prestunning the guy going to pick up your flag you buy your team time off of their spawns to spawn in and then also stun the flag carrier and get in a position to kill him before he can leave your base. Even by throwing 2 stuns and stunning the carrier and then getting shot you have played a semi successful defence. Those 3 - 5 seconds you bought your team could be the difference of a team mate(s) spawning and then also stunning and nading or gunning down the flag carrier and stopping what looked like for sure flag pull and then also giving your team the numbers on the map to go and try to set up again.
In this game type don't be afraid to sometimes blindly run in for flag pulls but at the same time don't make it a habit.
Similar to CTF, Demolition is the same concept. On Defence there is no "Defence" it is all about Map Control
Once again Nade Spots are key as mentioned before being able to hold down a part of the map with the leisure of being able to kill a guy either planting or defusing your plant is key.
As stated for CTF as well, Stunning and Pre stunning and buying your team mates time to spawn up and also throw nades toward the bomb plants can be the key to victory. If you are the only player alive and you see the team going for a plant, by simply stunning ahead of the bomb once counting to about 2 and then throwing another can save your team about 5 - 7 seconds to spawn up and start nading the bomb or setting up and obtaining kills to start up your setup again.
The same applies for Demolition upon Death as it does for CTF. Pre stunning can be the perfect way to come off of a death and can buy your team the time it needs.
Also fake defusing or planting can sometimes be used well in Demolition to bate the other team to use their nades thus leaving their nade spots useless and forcing them to come out and gunfight. Even a simply run through of the bomb point can be enough to test the hand of the enemy and make him throw or a nade or even reveal himself from his spot.
Also try to avoid blindly running in for defuses and plants.
Once again to push the envelope on being repetitive , Domination is the same as CTF and Demo. There is NO Defence. It is about holding down the positions. Upon capturing your starting position and obtaining B Site there is no Defence. It is ALL About Map Control.
In this game type don't be afraid to also blindly run out for captures.
How To properly defend an A or a C
When holding down a part of the map and you have both A and B for example if someone happens to slip by and start to capture A. Everyone can not panic and run back to kill that guy on A, because that will be the other teams time to push up get some kills and retain map control. In this case have one player designated who can rotate out of position to go back and obtain the kill. Make sure this player realizes this Player has a 10 foot radius as to where he has to stay to capture the position. Do not blindly run in and go for the kill. Use a stun nade and regular nade combination if possible to pick up the kill or use just a stun nade to disorientate the enemy and proceed to kill him. Don't over think the kill to much remember the player capturing the point is already nervous knowing the enemy is coming for him.
Do NOT be scared of Spawn Swaps
Sometimes in the course of a game a player will break through record some kills die and the spawns may go a little crazy. If the other teams start pushing into your Starting point don't feel ashamed to concede the point push to the enemy's starting spot and take theirs and swaps the spawns. Just put on a setup on the opposite side of the map. Make sure in conceding a point that the whole team is on the same page.
When to 3 cap
In domination it is key to hold down 2 points and leave the other team to 1. The only time in my opinion a 3 cap should ever be done is in 2 situations.
1: When an enemy player flanks through from behind for your starting position and happens to get a kill or two upon being killed and the spawns seem to switch up. Sometimes the best option is to leave that position and go for the enemy's starting position. Upon capturing that there will be a good 5 or 10 seconds as to where the enemy team will not be gaining any points. Shortly after they will capture your original starting point and the map will have be switched around.
2: When your team is down and the game timer is coming to a close. Sometimes if you think a victory is possible but you might not get it due to the Timer being a factor. It is best after putting the whole team on spawn or at least 3 players to go in and try to get clutch and capture the 3rd spot and hope to hold it down for the remaining time or at least long enough to give your team a mathematical chance at winning. REMEMBER IN DOING THIS to not push to far into their spawn because this will force the other teams spawn to the opposite starting point or towards the middle of the map.
4.4. Search and Destroy
To me there is no right or wrong way to play Search. Whether you like to rush,campy or progressively take over the map just remember these few things.
- Pre Nades/Stun Checks and Nade Spots are key in SnD. Being able to kill an opponent or to reveal the position of an opponent with out putting yourself out there is key.
- As always communication and teamwork is key.
- Fake Defusing and Planting is always good for baiting nades.
- Making sure you win with numbers. Winning 2 v 1s is key. If an enemy plants and is hiding and it is two players against their one remember to:
- Stick together
- Check your corners
and once again Don't separate to far from each other.
In this game type ESPECIALLY don't blindly run in for defuses and plants utilize your time. But Quick Plants are sometimes a very good option depending on the map and enemy gameplay style.
(For specific play styles please ask and Iíll try to answer as best I can)
Part 5: Player Qualities
What needs to be looked for in a teammate
Communication in and out of Battle
- Smarts and Knowledge
Someone who understands the Map, Nade Spots, Jumps and the objective of said game type as well as you think you do
Someone who will accept a death, admit they got outplayed and learn from their death. Someone who will take different routes in obtaining a kill or a victory in a game type. Someone who isn't to "Pro" to use "Noob Tactics" or guns or methods that are deemed "Cheap". Someone who won't take it to heart if you ask them to Start running flags or to stop slaying or to change their gun or switch their spot.
- Time and Dedication
You need to find a player who is on the same hours that you are on. Someone who wants to win as much as you. Someone who can make sacrifices to their outside life. You don't want a player who is constantly off their Mic during games, or on the computer or on the phone or constantly leaving between matches to eat etc or do other things that can be put off. You need to find a teammate who has a stable outside life and knows how to be responsible. Not someone who doesn't show up for team practices without prior knowledge of it to the team.
Ultimately when it comes down to it, you need a player who is good and has a shot. You can work teamwork and chemistry all you want but if the player does not have a consistent shot they just aren't going to work on your team.
Part 6: Concluding Notes
For anything to do with game specific (COD4, MW2, BO, MW3) Please just drop me a message and Iíll add your questions to a list where I can answer then in a Q&A style. This also goes for specific maps you need help with, guns, perks etc. Feel free to ask me! Happy gaming.
Re: Competitive PMS gaming
I have competed with PMS on game battles before. I plan to finish my recruitment then compete and be as "pro" as i can! Really help take the Ps3 divison girls to the next level for those who want to compete with me!