Post by o_ManOfFire_o on May 28, 2017 9:32:36 GMT
VANQUISH #47
A 2 or 3 Playlist Event showcasing the newest and most innovative Last Team Standings that the GCCC has to offer, with an optional Xtra playlist closing out the night.
Each Playlist will consist of 4-5 jobs, and we'll aim for two Matches consisting of quick-fire rounds, whilst the rest could have the possibility of becoming a little more drawn out. Matches will be played first to 2 or 3, depending on recommendations, consensus and general exhaustion levels.
#VQ
HOW TO JOIN
Crew pre-lobby will open at 7:30PM with invites and reminders sent out periodically. A PS4 Portal Party will be hosted by me, Hephaestos76. Add me and/or co-Hosts jjn1lfc and Loftonian on PSN.
Invites for the first playlist will go out at around 8PM BST, giving you five to ten minutes to join. Check your phones.
Vanquish Rules and requirements
The usual rules for Crew lobbies will apply, so let's not be killing each other until the event gets underway (unless a Freemode Event demands it). Please ensure you are not wearing bulletproof helmets as these both can confer an unfair advantage within jobs. Finally, please remove invisible or glitched clothing whilst participating.
Submissions should be made to the Vanquish topic in the PS4 Share tab, here on the event page, as a PM here or on Social Club OR merely by adding the Crew Event Tag #VQ to their job description/ details.
Members can submit two of their own creations per month and any number of creations from other crew members.
When selecting jobs for the event, priority will be given to creators who regularly provide feedback/reviews of other people's jobs.
The optimum size for submissions is for 30 people, but some smaller jobs may be considered for bonus rounds/ playlists, if circumstances and demands allow. I will endeavour to test all submissions before each event, so worth considering the minimum player requirement too, as jobs where minimum is too high (more than 4?), may be difficult to get enough players to join (the test).
Please include a brief description with any special settings you think should be applied and the number of players (min + max). Innovation, whether new ideas or new takes on old ideas, will be rewarded with inclusion in the playlists.
If you would like to submit jobs for the Creator Showcase, you should submit two old (and preferably never played in VQ) jobs and two Brand New jobs. The old jobs can have any number of plays. If you want to test any of your jobs before submission, then PM o_ManOfFire_o and we can arrange a small testing session to try them out and offer feedback.
When setting up your LTS, make sure the round length isn't too long. Consider how much players will want to stay if they die in the first minute and have to watch for a further nine (or more) minutes. Preferably the rounds should be set to five(ish) minutes - rarely more than 8 minutes, unless you only want it played to 1 round. A 15 minute-per-round LTS will likely only be played for one round, 6-8 minute rounds could be played to best of three (set to 2 rounds), whereas 5 minute rounds could be played to best of five (set to 3 rounds).
Reviews are welcome here, but NOT responses to constructive feedback - I will request that such responses be removed. Please discuss your jobs in PM's with your reviewer.
The Playlists
#VQ47_PL1
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/i2dwAfiJkEmyJn4aH7H_dQ
Consisting of..
Dawn of Battle III by Mr. Echo
LTS: Conviction Friction by agrajag
Speed-Dozers VS Grenades by loftonian
RÞ9 VS ߀$R@ by qo8op
A Winter Dream... by juicy
#VQ47_PL2
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/bGq_Nj93yUuAW7KKZHj73w
Consisting of...
RPG vs SCHAFTER V12 by fabinhoo_17
Don't Fall... by DlSBY
-JJ- The Treeway Derby by jjn1lfc
Be John Wayne For The Day by SLOBBER--DOG
- HYDRAS VS SKYBASE 3 - by ---V---
The Reviews
Dawn of Battle III by Mr. Echo
The third Dawn of Battle and my favourite so far. Three team bathomingtle it out with either Lazers, Tanks or Savages, or there are few homing launchers available if you want to risk going on foot. Air dominance can be the thing that makes or breaks a team’s chance of winning, but a bit more cover for the tanks than previous versions means that they can also hold their own for a while longer. Cycling spawn points ensure that the same players don’t get the same vehicles each round, one round it may be a jet, the next a tank, the next a Savage. It was over too quickly, perhaps because in their wisdom put the strong pilots in the same team.
LTS: Conviction Friction by agrajag
A good, fun, three-way tactical battle at Chumash. One team starts in the centre of the map at Chumash and the other two teams have to attack from the North and South. Teamwork is key. Each attacking team gets PDWs and micro-SMGs and can get sniper rifles from the hillside opposite. They also get police cars and a helicopter. The defending team gets an assault rifle as well and a homing launcher, so they can pick off troublesome snipers or gunners who have landed their helicopter on the wall above. Greatly enjoyed on the night.
Speed-Dozers VS Grenades by loftonian
Crazy bulldozers versus grenades in a deep pit strewn with speed boost pads and a small area at the base surrounded with red + white cabins to hamper the dozers and scattered with scattered grenades, plus a few dynamic props to hamper the dozers as they transition through. The dozers are virtually impossible to control once you are in the pit. Just the slightest forward motion on the boost strips and you are jetting off who-knows-where. However, regardless of the difficulty controlling the dozers (reversing allows normal movement), the dozers won most of the rounds, until we developed the strategy of all getting grenades and then standing around the edge of the bowl and throwing them at the centre, where the dozers inevitably will be passing through. One player figured out how to get onto the red containers and if this was not intended, then that’s about the only thing that needs fixing.
RÞ9 VS ߀$R@ by qo8op
As the description says, a remake of the original job by Trigg-rHappy and it it does just that. RPG vs Besra battle at the Alamo Sea. The Besra team start on a platform that is a bit too close to the sea surface, such that waves killed a couple of planes before they even took off. The take-off platform ought to be somewhat larger too, to prevent the RPG team jumping off or being knocked off and surviving the fall into the water and then getting their own jet or just waiting to kill anyone else who returns for a new jet. I like the height of the RPG platform and the hole in the centre, which one can use to target planes as they make their initial ascent. The flashy nature and of the RPG platform makes it virtually impossible to see where the platform team are, meaning the Besras would rarely win. Maybe some lighter colours, so they stand out a bit better would work.
A Winter Dream... by juicy
A wintry post-apocalyptic landscape is created in this team battle. Teams must forage and find the Technicals with which they will dominate the game. The forced weapon and only weapon pick up are the sawn-off shotgun, which is worthless against the mounted gun of the technical, because there is nowhere to take cover that would be close enough to shoot. Suggest at minimum have micro-smg as starting weapon or pick-up, then the driver of the Technicals can defend themselves too. Also hiding some other weapons in the caves, that have been created underneath some of the props would perhaps be nice. The odd pipe bombs here and there would fit the theme and you only get 2 per pick-up so they wouldn’t be OP.
RPG vs SCHAFTER V12 by fabinhoo_17
A great new duckhunt style from fabinhoo, that sees armoured Schafter V12s race around an ascending figure of eight circuit to an elevated platform above the RPG team where there are loads of tanks. It’s a fairly uncomplicated drive, just complicated by the rockets that continually fall around you as you climb, which can kill everyone or sometimes a few manage to slip through the barrage. Once the cars are spread out through the course – it being relatively easy to slip off or convenient to jump back down and get a new car, it perhaps becomes a bit easier for someone to reach the top, because the focus of the attack is more dispersed. However, the platform that the tanks are on is not protected from rockets being fired up from above, so with a concerted effort they could be largely destroyed before anyone even gets there. Maybe an identically sized platform a few clicks below would create a sufficient barrier to such a tactic. Plus the RPG team can survive jumping off and can get a car, but I’m sure you are aware of that by now.
Don't Fall... by DlSBY
A parkour from disby and his first LTS doesn’t disappoint. Each side gets a mirror image course which they have to race up to get to parachutes so they can jump to a platform with Buzzards and a Valkyrie. However, there are also homing launchers and a Heavy sniper here. Whilst the weapon platform is out of the combat area and so staying their very long isn’t an option, the homing launchers can turn the tide if the other team get too close (or even take-off) while one team has them, but not necessarily. The sniper would also be an option to take these people out. In true GCCC style, the flaw was found and exposed, which involved climbing off the starting roof to the ladder which was obstructed with a building block. The key was to climb over the block and then get to the top of the ladder that was still accessible. Then either fall down the ladder and survive or if lucky activate the ladder action and slide down. But you know this now. Good fun.
-JJ- The Treeway Derby by jjn1lfc
Changed at the last minute from the combat job it had been when it had gone into the playlist, this demo derby is fun but betrays the haste with which it was built with trees that haven’t been sunk far enough into the ground using the advanced options. Obviously it’s not a major thing, but in a job where the only props are walls and trees, I think it’s fair to focus on. That being said it was a fun demo derby, with players getting molotov cocktails as forced weapons, but a few more would have been nice. A good variety of areas to battle it out too, whether charging up and down the avenue of trees, rampaging in the dry river bed at one end of the map or concentrating the battle around the shopping centre car park and melee fighting on it’s roof.
Be John Wayne For The Day by SLOBBER--DOG
An LTS version of a deathmatch trialled in Sunday School. An Old West style shoot-out in the desert, this is a great one for those anticpating the new Red Dead, two teams get Heavy Revolvers and Marksman Pistols and a barricade made from straw bales, crates, wagons, wooden fences, cacti - anything that fits the Old West theme - plus a few gas bottles are mixed in, which discourages camping on the barrier. The arena is hemmed in with barges and train cars to further improve the look and feel. Scattered through the no-mans land between the two bases, are round bales and more wagons to take cover behind, with health and armour and a few more guns here and there. While the marksman pistol is good for camping on the barrier and getting the odd spawny shot on someone at the other end, the Heavy Pistol is great for taking the fight to the enemy. Not sure about the blue, building block making a pool in the centre as it takes away from the aesthetic of the whole job, if something is needed there, then the single colour of the underside of a raised track might be more pleasing to the eye. A great job. Recommend submitting to gtamen for his Job showcase, I would but I’ve already submitted one of my own this time.
- HYDRAS VS SKYBASE 3 - by ---V--- / cheese-bullet
Hydra Vs well-armed skybase shaped like a Star Wars star-destroyer. Armed Insurgents are arranged around the structure, but have limited firing range, which could be a problem against determined pilots and co-ordinated pilots. The ground platform that the Hydras launch from is perhaps a bit too close to the skybase, because it is possible to continually destroy hydras as they launch vertically. It is of course possible to switch to horizontal flight from the start and take-off normally, but many don’t/won’t think of this. The first few rounds we found that the platform team dominated with the Homing Launchers being the decisive weapons, but in the final round the Hydras were able to turn it around with strafing runs that avoided the homing missiles and finishing off hovering and pounding everywhere (though it could have been lost at the point if the homing launcher had come out). Perhaps reduce the number of homing launcher pick-ups or just have them out in the open, so there is a risk in going for them. Welcome to GCCC, hope to see your jobs in future events.
The Attendees
You have been tagged to remind you to vote. Thanks.
o_ManOfFire_o
Mr. Echo
jjn1lfc
fabinhoo_17
enigmatim
spazzyyazzy1990
GNPORTUGAL
some12hate
lajones
DlSBY
mickey1356
cypher2k11
@waynerzas
NorthernScript
JC2-FAN-FOREVER
georgied
TBAG_YOUR_GRANNY
AJ
rory934
greyson28
Saffier80
dukeofpreston (RDRL)
psychodad1971
ICHI_08
rodentracing (RDRL)
adamkthxbye
SLOBBER--DOG
loftonian
Tesseractor
OJ-CHAPMAN_98
the baldwinator (RDRL)
docmedpot
Links