Derek Hollan wrote...
I know it's difficult to keep everyone on the same page so, at the risk of confusing the issue, let me try to clarify again.
The term effective can also be subjective here. If you aren't sure what I am asking then you may be entering your own idea of what that means.
Contribution of success is the key here. Some classes / builds are designed to be damage dealers moreso than others. That's a design decision. Often, these classes / builds will top the scoreboards.
I came from a support role in the military...I provided tactical meteorology for combat units. That made my role extremely important to them and in turn made me an an effective part of the team. It wasn't that I wasn't required to fight. I had to carry a rifle as well. But again, I stress, I was more effective giving the team the necessary data they needed tactically.
The same goes for how you perceive effectiveness...Did you succeed? Yes. Did you contribute in some unsung way that won't be recognized by score or number of kills in the game? Possibly.
The competitive nature of gamers is such that there is a perception that score or kills makes you more effective when the reality is that effectiveness is how well you fulfill a particular role.
Hopefully that keeps things a bit more civil.
Cheers
One thing that is unsung in this game is drawing aggro from the enemies. I always spec my engineers with full health because I feel that they have the job to draw fire off of others (except for the QME). If my drone won't draw fire, than I might as well draw it myself while I am debuffing the enemies for my infiltrators and asari commandos.





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