How do you know you're "carrying someone"?
#76
Posté 18 août 2012 - 05:25
1) Clutch more than one round. (I understand sh!t happens, but sh!t don't happen twice...
2) Someone doesn't help with objectives (there is no reason for this period)
3) There is someone with a truly low score (anyone even people who are detonating or heavily capping should be able to break at least 15k, if not 25 on gold...) anyone with a rediculously low score is likely a leecher or a noob, I don't mind carrying noobs, but I hate leechers...
#77
Posté 18 août 2012 - 05:25
Bob the Elcor wrote...
With happiness, score has nothing to do with it, medals on the other hand are a good indicator on a players skill, although are still not completely reliable.
All posts should have to be prefaced like how Elcor speak. Then I'd know when people are being sarcastic, or serious.
#78
Posté 18 août 2012 - 05:25
Simply, if you noticed that someone died way too many times, and they scored significantly lower than all the other players, it means that that person was "carried" throughout the game.
#79
Posté 18 août 2012 - 05:26
PrimeGeth wrote...
Nelzeben wrote...
if someone has a score of 5k while the rest has around 30k, there's not much of a question that they've been carried.
Its possible that the player is experimenting with a new weapon loadout and is discovering that its not working. There's also the possibility that they have a sketchy connection.
Instead of quitting the match, when the above has happened to me I have just tried to keep my head down and do what I can to finish and revive downed teammates (you all die. All of you die one time or another in a match) ... and not loose my equipment loadouts.
What you 'heros' are calling "carrying" is considered teamwork
to most people .
Incisor. Everyone has to try it at least once. Lucky if you kill anything at all.
I personally detest hosts who score 50k more than everyone else simply because they have the worst internet connection in the world. I wish I could filter out players with bad internet connections so I wouldn't have to join their lobbies. And I really really really hate joining a game in progress. This badly needs to be an option. It's a very stupid feature but I understand it helps Bioware to optimize all the games.
Modifié par aarnold1, 18 août 2012 - 05:28 .
#80
Posté 18 août 2012 - 05:26
aarnold1 wrote...
KiraTsukasa wrote...
At the end of the match, if there is someone with a significantly lower score, like around 20k, you carried them.
Although it seems obvious, this is not always the case. Support roles don't usually score high because they will end up doing most all the objectives (basically making sure YOU get paid) while their score only reflects high levels of assists. Assists don't get you high on the scoreboard. You might find this frequently on the harder difficulties.
+1. Couldn't agree more.
#81
Posté 18 août 2012 - 05:26
Jade Elf wrote...
Neofelis Nebulosa wrote...
Individual points have nothing to do with that. I've had matches were I or other players had a point surplus to the other ones of up to 50k, from both sides, yet all of those were pretty useful teammates.
The point to carrying other players is that without the carrier, they wouldn't succeed the game. If you see that one or more players are hopelessly overwhelmed by the game's difficulty and relying on you to complete it, then they are being carried. If they just have low scores but do fine, then you are simply a better player or have the better suiting setup for the match.
This.
Apart from that, the most obvious indication is having to constantly revive player(s) in question every single wave.
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
#82
Posté 18 août 2012 - 05:28
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
It's very hard for me to stop reviving people, even if they are creating more problems than solutions. It usually takes a dozen or more revives before I finally stop. And then, if they are close to me, I'll probably still revive them.
#83
Posté 18 août 2012 - 05:28
PrimeGeth wrote...
Jade Elf wrote...
Neofelis Nebulosa wrote...
Individual points have nothing to do with that. I've had matches were I or other players had a point surplus to the other ones of up to 50k, from both sides, yet all of those were pretty useful teammates.
The point to carrying other players is that without the carrier, they wouldn't succeed the game. If you see that one or more players are hopelessly overwhelmed by the game's difficulty and relying on you to complete it, then they are being carried. If they just have low scores but do fine, then you are simply a better player or have the better suiting setup for the match.
This.
Apart from that, the most obvious indication is having to constantly revive player(s) in question every single wave.
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Reviving is being a team player. If I'm not gonna get killed in the process, why wouldn't I revive? If I'm not reviving someone because I'm carrying them, how am I any better?
#84
Posté 18 août 2012 - 05:30
PrimeGeth wrote...
Jade Elf wrote...
Neofelis Nebulosa wrote...
Individual points have nothing to do with that. I've had matches were I or other players had a point surplus to the other ones of up to 50k, from both sides, yet all of those were pretty useful teammates.
The point to carrying other players is that without the carrier, they wouldn't succeed the game. If you see that one or more players are hopelessly overwhelmed by the game's difficulty and relying on you to complete it, then they are being carried. If they just have low scores but do fine, then you are simply a better player or have the better suiting setup for the match.
This.
Apart from that, the most obvious indication is having to constantly revive player(s) in question every single wave.
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
We have a Martyr class. He's called a Slayer. Dies all the time and I haven't revived a class more than the Slayer. But it is fun to watch them go banzai and I just learn to stay close to them to help them out.
#85
Posté 18 août 2012 - 05:31
- watch
- think
- learn
And if you feel you carry someone,
Do that again.
The essentials are :
- was it fun ?
- how mutch did it cost ?
- Did you finish with full extract ?
That's my opinion though.
#86
Posté 18 août 2012 - 05:33
PrimeGeth wrote...
Nelzeben wrote...
if someone has a score of 5k while the rest has around 30k, there's not much of a question that they've been carried.
Its possible that the player is experimenting with a new weapon loadout and is discovering that its not working. There's also the possibility that they have a sketchy connection.
Instead of quitting the match, when the above has happened to me I have just tried to keep my head down and do what I can to finish and revive downed teammates (you all die. All of you die one time or another in a match) ... and not loose my equipment loadouts.
What you 'heros' are calling "carrying" is considered teamwork
to most people .
Sketchy connection... true. Just had a silver match with a terrible lag -- it took enemies about two-three seconds to recognize they're dead after me headshotting them. Still managed to finish first with 20k+ over the second player. Does this mean i'm better than they are? Nope. Not in the slightest. Just powerful class with a good loadout. I was the one they were reviving most of the time, and i'm pretty sure i wouldnt've done it without them.
#87
Posté 18 août 2012 - 05:35
Wow! This is just completely wrong.121210Olivia wrote...
aarnold1 wrote...
KiraTsukasa wrote...
At the end of the match, if there is someone with a significantly lower score, like around 20k, you carried them.
Although it seems obvious, this is not always the case. Support roles don't usually score high because they will end up doing most all the objectives (basically making sure YOU get paid) while their score only reflects high levels of assists. Assists don't get you high on the scoreboard. You might find this frequently on the harder difficulties.
+1. Couldn't agree more.
The best support you can bring to your team is to equip a big gun, kill lots of enemies fast and start pulling some of the aggro. Having a ..****** running around in cloak the entire game is the worst for any team.
#88
Posté 18 août 2012 - 05:37
Maybe that's just the beer talking though.
#89
Posté 18 août 2012 - 05:39
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
#90
Posté 18 août 2012 - 05:39
synapsefire wrote...
Wow! This is just completely wrong.121210Olivia wrote...
aarnold1 wrote...
KiraTsukasa wrote...
At the end of the match, if there is someone with a significantly lower score, like around 20k, you carried them.
Although it seems obvious, this is not always the case. Support roles don't usually score high because they will end up doing most all the objectives (basically making sure YOU get paid) while their score only reflects high levels of assists. Assists don't get you high on the scoreboard. You might find this frequently on the harder difficulties.
+1. Couldn't agree more.
The best support you can bring to your team is to equip a big gun, kill lots of enemies fast and start pulling some of the aggro. Having a ..****** running around in cloak the entire game is the worst for any team.
When I play my Quarian Female Engineer, I am a support class. I can still top the leaderboards, sometimes, and I'm heling the team out most of the time. You want you big guns to kill the enemy you're shooting? Then what is wrong with a support class debuffing that enemy so your shots do more?
There is nothing wrong with support classes. Do they top the leaderboards? Not frequently. Are they useless? Not by a longshot.
#91
Posté 18 août 2012 - 05:41
Caephire wrote...
Everyone's points so far are valid and I find it's a combination of all. It's hard to know simply based on the scoreboard. I find that the best way to spot if you're carrying someone is to watch people on the field. Sometimes we'd be running around close to each other and I'd be watching how other people play. If you do that and mutter "what the heck is that guy doing?" Chances are, you're carrying them. The best time to do this too is when you've been One-Hit KO'd by a Banshee. Flip through the players in spectator mode and watch how they play, it gets pretty entertaining sometimes when they suddenly run away when they see a Banshee and just hide for cover waiting for other players to kill it.
Simply, if you noticed that someone died way too many times, and they scored significantly lower than all the other players, it means that that person was "carried" throughout the game.
+1. Neatly sums it up. Two points I might add: (1) If the less skilful are really trying hard (I generally go with my gut-feeling on this) then I don't mind carrying too much. I kind of view it as training them -- after all, we all had to start Gold and probably, in all honesty, weren't that good when we did. Tell tale signs to go by are a genuinely good feeling throughout the game, albeit intense. While (2) is the opposite (i.e. you're left feeling frustrated).
#92
Posté 18 août 2012 - 05:44
synapsefire wrote...
Wow! This is just completely wrong.
The best support you can bring to your team is to equip a big gun, kill lots of enemies fast and start pulling some of the aggro. Having a ..****** running around in cloak the entire game is the worst for any team.
Except that stealth revives and quick objective completion are invaluable?
#93
Posté 18 août 2012 - 05:45
Actually this is not the case as with him or rather "them" gone the wave budget gets lowered and the amount of enemies on the map reduced.RGI wrote...
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
#94
Posté 18 août 2012 - 05:48
RGI wrote...
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
Unless it's a 4-point objective and they take the "Cover Me!" command to mean they should stand next to you, thus attracting everything where you don't want it! True story.
#95
Posté 18 août 2012 - 05:48
Is it? I had no idea that the wave budget can change dynamically. Good to knowsynapsefire wrote...
Actually this is not the case as with him or rather "them" gone the wave budget gets lowered and the amount of enemies on the map reduced.RGI wrote...
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
#96
Posté 18 août 2012 - 05:50
Lol. No.Schneidend wrote...
synapsefire wrote...
Wow! This is just completely wrong.
The best support you can bring to your team is to equip a big gun, kill lots of enemies fast and start pulling some of the aggro. Having a ..****** running around in cloak the entire game is the worst for any team.
Except that stealth revives and quick objective completion are invaluable?
It is very, very rare that you absolutely need a stealther to finish an objective and there is absolutely no reason for you not to top the scoreboard while doing so and have a 15 revives medal in your pocket. Using support as an excuse is getting very old.
Modifié par synapsefire, 18 août 2012 - 05:50 .
#97
Posté 18 août 2012 - 05:50
121210Olivia wrote...
RGI wrote...
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
Unless it's a 4-point objective and they take the "Cover Me!" command to mean they should stand next to you, thus attracting everything where you don't want it! True story.
Still 3 people in front of you, that, if you were the only one left, are blocking shots that would be there regardless. I mean, 3 people doing their jobs right is always nice, but don't discount those being carried all of the time. Not every match that involves carrying ends in failure.
#98
Posté 18 août 2012 - 05:52
121210Olivia wrote...
Unless it's a 4-point objective and they take the "Cover Me!" command to mean they should stand next to you, thus attracting everything where you don't want it! True story.
Amen to that. While i understand they do it to help you, i still wish it was not "Cover me!" but "Stay as far from me as possible!", especially if you're playing Infiltrator.
#99
Posté 18 août 2012 - 05:53
synapsefire wrote...
Wow! This is just completely wrong.121210Olivia wrote...
aarnold1 wrote...
KiraTsukasa wrote...
At the end of the match, if there is someone with a significantly lower score, like around 20k, you carried them.
Although it seems obvious, this is not always the case. Support roles don't usually score high because they will end up doing most all the objectives (basically making sure YOU get paid) while their score only reflects high levels of assists. Assists don't get you high on the scoreboard. You might find this frequently on the harder difficulties.
+1. Couldn't agree more.
The best support you can bring to your team is to equip a big gun, kill lots of enemies fast and start pulling some of the aggro. Having a ..****** running around in cloak the entire game is the worst for any team.
To each their own. I like the big guns like anyone else, but the big guns die a lot and I have my own gripes about them expecting a revive while surrounded by 3 banshees. Some kind of invulnerability complex. I'll revive if I'm nearby but, like Rio or London, if they are 10 miles away, then they better revive their high scoring self, or they can sit out the match while others catch up to their score. If the map is small like White (hate that old map) or Glacier (stupid farm map), then their chances of a revive are higher but i rarely like to join those games because they are not complicated enough.
I will make an admission. This one guy playing a Krogan was really cocky. Had a high score and I was 3rd on the list after joining the game at Wave 5 (I hate that). The guy had a Typhoon X and a Piranha X (yeah, cliche) and thought he could kill anything. He got over his head, surrounded while being impaled by Ravagers half way across the map. The rest of us players just ignored him. He never revived himself. At the very last wave, 20 seconds left to go, he ends up getting sync killed by a Banshee. Poetic justic, I say. I ended up 2nd on the kill list, shy maybe a couple thousand points, but I played the game to where the other 2 players weren't that far behind. And the 3 of us stuck together. The high scoring idiot left the lobby within seconds of the game ending. I was glad he wasn't the host. So that's that. And I find it happens a lot.
Forget the scoreboard. Play to have fun, but watch out for your teammates. People like being taken care of.
#100
Posté 18 août 2012 - 05:54
It won't change mid wave.RGI wrote...
Is it? I had no idea that the wave budget can change dynamically. Good to knowsynapsefire wrote...
Actually this is not the case as with him or rather "them" gone the wave budget gets lowered and the amount of enemies on the map reduced.RGI wrote...
PrimeGeth wrote...
You do have the choice not to revive and just keep playing, right? If you're "constantly" reviving, that indicates that in some way you NEED THEM enough to stop your rampage and revive. So how is that carrying?
Unless of course you're inventing the new class called Martyr.
Sometimes even the bad teammate is better than none at all - at least being alive he pulls some enemies' attention away from you.
I agree that having people pull aggro away from me helps. If I have three carries fighting two banshees for entire rounds I am free to mop up the trash. It will be an easy game and I will score 3-4x the next man. I still prefer having people who can kill stuff fast in my team though.
Modifié par synapsefire, 18 août 2012 - 06:00 .





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