"I'm not reviving him."
#151
Posté 05 juin 2012 - 08:48
#152
Posté 05 juin 2012 - 08:49
Mindrust wrote...
Sometimes in FBWGG games, there's a hotshot who doesn't like to stay in the basement and instead camps up on the second level near that ladder. I don't revive them if they die (and usually they die a lot).
I do this as a GI or Kroguard. Loads of fun, and beats hiding behind a counter the whole time.
#153
Posté 05 juin 2012 - 08:52
BjornDaDwarf wrote...
I should be shocked at some of the opinions in this thread, but I suppose I'm not.
On Hack Circles - It is fine for one teammate to be outside of the circle, it's usually very helpful. That player can draw aggro away from the circle, provide cover fire, camp the nearest spawn point to slow enemy advance and finally rocket the circle should things go badly (allowing them to rush in and revive, or for people to medigel safely). On Waves 6 and 10, one person should always be outside of the circle if it is in a difficult to hold location.
On Stasis, it is never a bad idea to Stasis a Phantom. Ever. Stasis is one of the most effective powers against them. I don't care how good you are at killing them, many classes struggle with them. A biotic who slaps Stasis on a Phantom is being a good teammate, even if 1 in a hundred times it may not have been the optimal move.
Agree both ways. On uploads, often the team rushes in like a bunch of nutcases. I usually hang out outside, and above if possible, and pick enemies off coming towards them. This is especially easy as a GI. I am guessing they often have no idea how much better I am making it for them
#154
Posté 05 juin 2012 - 08:57
UnitedStatesofCookies wrote...
Tyger_Plays wrote...
Qeylis wrote...
Yup. I will never revive an idiot that is sitting outside and dividing our firepower, thus making the game take longer.
Yeah, totally annoys me. Those people always draw something in the back door and wipes the group.
If people aren't contributing to the game, I don't revive, even if they're right under my feet. Trying hard, following the rest of the group and still dying? I'll risk myself to rez you.
You do realize that a good infiltrator sitting outside near the ammo box actually takes the pressure off of the main team inside, keeps them from getting overwhelmed by incoming enemies, especially on wave 6 upwards and actually helps with taking down the shield of Primes before they enter the control room so his teammates could kill them faster?
I know that sometimes he gets attacked and has to leave his position and run towards the back door, but it's usually only one single geth which can be killed quickly if he plays it right.
It's the bad players that make this tactic look like a bad one, not the tactic itself.
I do this as an AA too. On FBW, someone outside is really helpful to deuff the enemy, and as an AA or GI, I usually take out 40-50% of the enemy (prob more) before they go in. Only the occasional enemy gets close, and if grab fails I will jump and run. Everyone hiding in that little room is not the best stategy and takes a lot longer.
#155
Posté 05 juin 2012 - 09:05
lemon00 wrote...
Everyone hiding in that little room is not the best stategy and takes a lot longer.
Ehhh... you're wrong there. I imagine some tech heavy group, such as
1. Quarian male engineer
2. Geth engineer
3. Salarian engineer
4. Turian sentinel
All with disruptor rounds would melt anything that steps in either door. At that point you would even place the decoy farther back than the side door, since everything standing outside of the building would slow it down a bit.
Honestly though, anything close to an "ideal group" would destroy anything. There's quite a bit of power creep going on, but it doesn't bother me personally. I like feeling like a one man army, and as there isn't a class that can become invulnerable to damage for extended periods of time, there's still risk.
Modifié par Minic78, 05 juin 2012 - 09:08 .
#156
Posté 05 juin 2012 - 09:16
Minic78 wrote...
lemon00 wrote...
Everyone hiding in that little room is not the best stategy and takes a lot longer.
Ehhh... you're wrong there. I imagine some tech heavy group, such as
1. Quarian male engineer
2. Geth engineer
3. Salarian engineer
4. Turian sentinel
All with disruptor rounds would melt anything that steps in either door. At that point you would even place the decoy farther back than the side door, since everything standing outside of the building would slow it down a bit.
Honestly though, anything close to an "ideal group" would destroy anything. There's quite a bit of power creep going on, but it doesn't bother me personally. I like feeling like a one man army, and as there isn't a class that can become invulnerable to damage for extended periods of time, there's still risk.
I' not saying staying in the room wouldn't work, but I personally don't think it is the best way to do it. Boring as hell and it will take A LOT longer. - which for me is key.
But of course you can have almost any group stay in that room and kill effectively. Just not what I want to do.
#157
Posté 05 juin 2012 - 09:31
farm on FBWGG
The first ten seconds of the game everyone ran to the bottom of the map like you should, and jumped behind the counter.
^ I found the problem.
But seriously, he shouldve stayed with the team until he realized you were being lame, then started dying.
Modifié par darkblade, 05 juin 2012 - 09:31 .
#158
Posté 05 juin 2012 - 09:48
On the PC, in general my experience with random players has been pretty good. Worst experience I've had was with my GE on Giant/Cerberus/Gold. Everyone kept running around and I kept getting shot in the back, so I go down like 10x in the first two waves... Then in the 3rd wave it's a hack mission, I die to an Atlas and bleed out with the rest not doing jack even though all three were within rez range.
I hadn't used any consumables at that point and vowed not to, so the whole team wipes at wave 5 and they use all their rockets and medigel to get it finished only to get totally wiped out in a wave 6 hack.
#159
Posté 05 juin 2012 - 09:49
Fixed that...a GOOD vanguard typically doesn't just go down stupidly. and they can be quite useful. Reviving soneone across the map, or saving them from being stomped. (charging the stomper)Iezza wrote...
DUMB Vanguards.
#160
Posté 05 juin 2012 - 09:52
#161
Posté 05 juin 2012 - 09:55
after that i just use him as bait... he goes this way, i go the other way and shoot, in the back, every bad guy he has attracted like flies to a pile of crap.
if he can't kill anyone on his own without being killed... he can at least make a decent decoy.
#162
Posté 05 juin 2012 - 10:00
Mainly because he refused to revive me on two occasions, taunting my body. Just repaying the favour.
#163
Posté 05 juin 2012 - 11:37
However, I tend to find myself as the one packing the most firepower on the team and able to get kills the fastest, so when I see someone go down, my first priority is to clear the area around them of enemies. The bleedout timer is there for a reason, it's a warning period. A lot of the time just making a beeline for your squadmate as soon as they're down is just going to get you killed as well, then you get stuck in those stupid "reviving each other then dying" loops.
So if I'm playing as one of the killers, I'll generally just start focusing my destruction on the enemies around my downed squadmate. Often times, this will allow another teammate to get to them and revive safely while I'm still dealing with the other enemies. If no one else goes to revive, I'll just wait until the area's relatively clear and quickly move to revive before any others show up.
So yeah, whenever someone (that isn't completely useless COUGH HUMAN INFILTRATOR WITH WIDOW COUGH) goes down I'm always changing up my actions based on it. It won't always be trying to revive them ASAP though, making a beeline at your buddy's corpse like you're a husk is a great way to end up just as dead. Providing covering fire can be just as important as doing the actual reviving. If everyone played with this mindset, revives would be a lot less hectic.
#164
Posté 05 juin 2012 - 11:43
#165
Posté 05 juin 2012 - 11:47
Always revive. Setting the right example is the first step in pulling a team together on gold, particularly on pub matches (which are all I play). This was more important prior to implementing the stupid N7 matching (just love that it takes 20 minutes to get a quorum together to play a match now), but still relevant, as I've learned that many 500+ N7's are still crap at this game.
That said, I always take out immediate opposition prior to reviving - no point in resurrecting a squaddie just to die in his or her place, then set the oddly amusing yet nevertheless entirely unrewarding revival circle jerk in motion
#166
Posté 05 juin 2012 - 11:54
Aiyie wrote...
3rd death in as many waves? yea... "sorry dude, i'm all outta give a ****... you're on your own from now on."
after that i just use him as bait... he goes this way, i go the other way and shoot, in the back, every bad guy he has attracted like flies to a pile of crap.
if he can't kill anyone on his own without being killed... he can at least make a decent decoy.
That's a poor attitude, frankly. I don't mean any personal offence, but people have bad waves. Just because someone dies a few times does not, by any means, indicate that they're either a bad player or have little of value to add.
I played with a soldier on gold sporting a striker and a reegar. Very high risk style, lots of death. Sill contributed significantly to the kill count at the end of the day, which is all that really matters. Some people want to be turrets; if they're good at it, let them have at it - just be prepared to do some minimal maintenance. So long as they end up contributing to achieving your objectives by wave 10, they're ok in my book
#167
Posté 06 juin 2012 - 12:11
#168
Posté 06 juin 2012 - 12:13
Those are my exact words when something is a melee build and dies on wave 1.
#169
Posté 06 juin 2012 - 12:17
Nightmare137 wrote...
There was one moment last night I got pretty pissed off at someone. He was playing a phoenix vanguard and was following me everywhere while I was on my vorcha. Everytime id get up close to melee something he would lash it far away from me so he could get all the kills. If a tougher enemy was close he would let me whittle it down then lash it at the last second to receive kill credit. That was excessively annoying and counter productive of being a team effort.
Well turns out just about every wave after 5 he would die at some point. Few of those times I ran over to his body and pretended I would revive him repeatedly until he bled out. One time I lured a banshee over to his corpse and revived him only to watch him get grab killed. Oh it was my most satisfying moment in multiplayer thus far.
*wipes tear away from eye and claps voraciously*
You're my hero!
I can't tell you how many times I"ve wanted to slap one of these "teamplayers" who seem to think that waiting until something is about to die and then and ONLY then opening fire to steal kills from my Vorcha is cool. Nothing's more satisfying than watching them bleed out or get executed.
You can also fight fire with fire and refuse to contribute until something is nearly dead and then jump in, rinse and repeat. And it's either always a Vanguard or a Krogan.
#170
Posté 06 juin 2012 - 12:29
I've yet to see a player who can actually use Vanguards efficiently.
#171
Posté 06 juin 2012 - 12:40
Slimjim0725 wrote...
@Finnegone: What about the players who contribute basically nothing other than being a 20 sec meatshield and leech off the hard efforts of those playing? Refusing to medi-gel even on objective waves, refusing to use a missile when clearly being overrun by multiple enemies, and all while attempting to stasis multiple geth primes? Sorry, but those types of players drag the team down and unless it is a hack circle they will no longer recieve me constanly reviving them. A good 15-20 mins of sitting there watching me solo a few waves will hopefully help more than giving them the idea someone will always pick up their slack as well as revive them over and over.
you are kinda of talking about entirely differnt things than someone dying once per wave on the 1st three waves...
#172
Posté 06 juin 2012 - 12:41
#173
Posté 06 juin 2012 - 12:45
Slimjim0725 wrote...
@Finnegone: What about the players who contribute basically nothing other than being a 20 sec meatshield and leech off the hard efforts of those playing? Refusing to medi-gel even on objective waves, refusing to use a missile when clearly being overrun by multiple enemies, and all while attempting to stasis multiple geth primes? Sorry, but those types of players drag the team down and unless it is a hack circle they will no longer recieve me constanly reviving them. A good 15-20 mins of sitting there watching me solo a few waves will hopefully help more than giving them the idea someone will always pick up their slack as well as revive them over and over.
Save for the rare players who intentionally hide on the map (AFK, or whatever), I've yet to come across a player that hasn't, by all appearances, tried their best to do what they thought was right - even if that was misguided / suicidal. Reviving said player - assuming its not particularly dangerous to you - in the worst case scenario enables a bad player to try another stupid tactic, and in the best (and more common) cases gives someone who is having a bad day / came unprepared with equipment / is perhaps lower skilled but able to learn the opportunity to try again and do it better.
By your logic, a crappy player is by definition both selfish and stupid (refusing to medigel, not wasting missiles, misusing powers), and therefore by your own argument I don't believe they'll gain anything by watching you solo a few waves (why solo? what is that going to teach them, exactly? this is a cooperative game, after all. Also sorta presumptuous, don't you think?).
But at the end of the day, do whatever you want. You want to pretend to know whether someone is good or bad at a game based on a single match, go ahead
#174
Posté 06 juin 2012 - 12:48
Finnegone wrote...
Aiyie wrote...
3rd death in as many waves? yea... "sorry dude, i'm all outta give a ****... you're on your own from now on."
after that i just use him as bait... he goes this way, i go the other way and shoot, in the back, every bad guy he has attracted like flies to a pile of crap.
if he can't kill anyone on his own without being killed... he can at least make a decent decoy.
That's a poor attitude, frankly. I don't mean any personal offence, but people have bad waves. Just because someone dies a few times does not, by any means, indicate that they're either a bad player or have little of value to add.
I played with a soldier on gold sporting a striker and a reegar. Very high risk style, lots of death. Sill contributed significantly to the kill count at the end of the day, which is all that really matters. Some people want to be turrets; if they're good at it, let them have at it - just be prepared to do some minimal maintenance. So long as they end up contributing to achieving your objectives by wave 10, they're ok in my book
oh, i get bad waves. i don't get multiple bad waves in a row.
the kid who eats too many marbles shouldn't get to grow up and have kids of his own. and im not talking about the high-risk/high-reward type players... im talking about the players whose playstyle should allow them to live and still contribute... you know, the ones who are just plain bad. i.e. the turret type players who still keep eating rockets to the grill even while taking cover.
its one thing to have a bad wave... its another thing entirely to continually repeat the same mistakes over and over again.
once you do that... you're no longer useful to helping the team reach extraction except as a decoy to get the bad guys to turn their backs on the people who can actually kill them without dying every single wave.
#175
Posté 06 juin 2012 - 12:53





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