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:
- PS2CommClash - Official Community Clash Twitter
- ReachCastShow - ReachCast Show
- PlanetSide Universe - PlanetSide Universe
The hosts:
- Deringer - ReachCast
- Hamma - PlanetSide Universe
- Jennyboo - PlanetSide Universe
- Noxx - ReachCast
- Torkz - ReachCast
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!
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2013-09-18 09:46 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 05:54 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 06:35 AM | |
NewSith |
Re: Community Clash RGQT vs SG And the second half... was epic. Nice comeback, RGQT, GG! |
2013-09-19 07:45 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 09:03 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 11:12 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 12:01 PM | |
Warhalo |
Re: Community Clash RGQT vs SG 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 12:37 PM | |
GraniteRok |
Re: Community Clash RGQT vs SG 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 04:53 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 09:40 AM | |
Hamma |
Re: Community Clash RGQT vs SG We will have the YT recording for this up in a few hours. |
2013-09-20 11:41 AM | |
Hamma |
Re: Community Clash RGQT vs SG |
2013-09-20 12:51 PM | |
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 02:37 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 02:46 PM | |
NUKABAZOOKA |
Re: Community Clash RGQT vs SG Recording Posted |
2013-09-21 05:42 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. |