Modifié par VladImpalerIII, 26 janvier 2013 - 06:08 .
What I see when I meet better players
#51
Posté 26 janvier 2013 - 06:07
#52
Posté 26 janvier 2013 - 06:18
#53
Posté 26 janvier 2013 - 06:20
#54
Guest__only1biggs__*
Posté 26 janvier 2013 - 06:22
Guest__only1biggs__*
LC714 wrote...
I'd really be interested in knowing what goes through the heads of the increadible players that dictates things like where to wait between waves, what paths to take between different spawns, what proximity to the enemy to maintain, etc. Any thought process that directly influences how and when the move around the map to expose themselves to enemies.
Thoughts?
just check where other players go to at the beginning of each wave and rush the spawn on the opposite side. for instance, goddess. if 2 go to the labs on the right of the start point, and 1 to the ammo box in the far corner to the right of the main room (thorugh the lab), then the enemies will spawn in the smaller rooms to the left of the start position. so, should your team take the routes i just described, hang around the LZ,and rush the room to the left, making sure to go to "soft cover" and let rip...
this is just an example off the top of my head, but applies to all maps. just learn the spawn points and apply them in conjuction to your team mates positons each wave.
#55
Posté 26 janvier 2013 - 06:32
The score system in this game is crap.
Deerber wrote...
nicethugbert wrote...
Another major trick is corner shooting: https://www.youtube....ll?feature=mhee
Are you N7-Den?
Um, no, not that I'm aware of. Why?
#56
Posté 26 janvier 2013 - 06:36
nicethugbert wrote...
Ah, I forgot to mention shield stripping. Let your team strip shields. You get no points for it and the amount of points you get for the kill is so rediculas that you can let them take a few health bars and still get more points than them.
The score system in this game is crap.Deerber wrote...
nicethugbert wrote...
Another major trick is corner shooting: https://www.youtube....ll?feature=mhee
Are you N7-Den?
Um, no, not that I'm aware of. Why?
Because the video is from N7-Den, so I thought it might be you.
By the way, stripping shields provide you with points, as far as I know.
#57
Posté 26 janvier 2013 - 06:38
There are some games however where I get genuinely outpaced, outscored, outplayed. In those games, I try to not let my ego get me into a mind trap of playing foolishly aggressive. There have been enough games where my desire to keep pace with the score, has instead put me into a lot of bad situations. Lately though, I have just been content to have another good teammate, and I like to play with a confidence that we'll have an easy extraction.
Modifié par DcIhNaGv3z, 26 janvier 2013 - 06:39 .
#58
Posté 26 janvier 2013 - 06:42
#59
Posté 26 janvier 2013 - 06:44
I have lag
or they use OP kits
or they use OP weapons
or they use lots of missles
or I'm leveling up a character
or my dog won't shut up
there is always a reason I don't come out on top
I'm the best
#60
Posté 26 janvier 2013 - 06:45
VladImpalerIII wrote...
I think if score matters in a cooperative game then you have some personal issues and you may want to consider consulting or professional treatment.
this is pure trolling at it's finest. CO-OP or not, it's a game of score. perfectly natural and HEALTHY to be competitive about it. in fact i wouldn't be surprised if you're just mad that you aren't a consistent top scorer.
#61
Posté 26 janvier 2013 - 06:58
When I'm outscored, I'm very happy. Matches with other good players make this game very fun.
#62
Posté 26 janvier 2013 - 07:11
Doesn't mean they are better, they -as you pointed out- simply see more enemies to kill.
#63
Posté 26 janvier 2013 - 07:24
pistolols wrote...
it's a game of score.
I suppose that is the rub my friend. I don't see it as such. It's simply a game of fun for me and everyone gets the same reward in the end. I understand that many may see it as a "game of score" but for those it means three out of every four players are going to be disappointed. Being a grandfather with many years of human inaction under my belt, I don't have any needs I need to put in front of others, so no trolling intended.
#64
Posté 26 janvier 2013 - 07:25
What range you take them from is VERY class dependent. With the Drell and Asari Vanguard, I tend to be stupid and charge in, throw grenades, and Wraith everything in the face. With the Slayer, I mix it up, firing off some Phase Disruptors before charging in and firing a few more. Similar with the Drell Adept; run in, area reave, throw grenades. With the Batarian Adept, he doesn't have an AoE primer so the 'lift damage' evo is less useful and he does a bit less damage to the spawn initially, but the grenades still let you clear an area quickly. Same with the Krogan Soldier, Batarian Soldier, and Krogan Sentinel. Anything with grenades or a good AoE attack lets you engage a decent number of enemies at once.
Some are better at mid-range than close range or long-range. A lot of classes with projectile powers are like this. The Asari Adept can stagger or ragdoll non-bosses with Throw, and Warp can be used as a debuff, or to set up BEs (although these aren't really that helpful, despite what everyone thinks). Stasis is the only hitscan power, and that does allow you more ranged effectiveness with weapons, but the cooldown is long enough that I don't end up using it that often. A lot of infiltrators are this way too. Many of them have decent AoE attacks, but they're usually debuffs rather than great direct damage dealers, so it's better to attack at mid-range, maybe a bit closer if you're using a shotgun.
It's also super faction and map dependent, though, so it's good sometimes to carry two weapons; one as your primary, and one as a secondary that can cover it's weaknesses. My Claymore Human Infiltrator also carries a Paladin in case it's a big map without a lot of soft cover, or it's a class of enemy that involves a lot more risk if you're up close.
Just my thoughts, anyways. I'm not a top tier player or anything, but I'm decent.
Modifié par Zero132132, 26 janvier 2013 - 08:23 .
#65
Posté 26 janvier 2013 - 07:29
parico wrote...
Aside from just noting where things spawn the some things I have noticed many players who top the boards including some bsners I have run into is on waves 3 6 and 10 kill nooks while ignoring the devices and targets and just pad your score. Run away from banshees atlases primes and praetorians as often as you can and kill everything else. In the time it takes to drop a boss unit you can take out 3-4 nooks for more points. Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points. Honestly IMO topping the board doesn't make you the best player. More often than not many wont see you as a good team player when you do.
The word is "mook".
Also, while there's no excuse for ignoring bosses that threaten an objective, killing them in the rest of the waves is a fairly inefficient way to soak up the spawn budget. It's a good idea to leave them alone and kill things that are better value for bullets.
#66
Posté 26 janvier 2013 - 07:30
Lately I've been having hearing problems so I can't take advantage of it anymore and I gotta say the game is harder. I can't hear phantoms sneaking up on me and I can't pinpoint where the sound is coming from so I have to look for the enemy instead of just knowing exactly where they are.
Modifié par Feneckus, 26 janvier 2013 - 07:32 .
#67
Posté 26 janvier 2013 - 08:00
VladImpalerIII wrote...
pistolols wrote...
it's a game of score.
I suppose that is the rub my friend. I don't see it as such. It's simply a game of fun for me and everyone gets the same reward in the end. I understand that many may see it as a "game of score" but for those it means three out of every four players are going to be disappointed. Being a grandfather with many years of human inaction under my belt, I don't have any needs I need to put in front of others, so no trolling intended.
if telling people they need professional treatment for being competitive in a video game isn't trolling, then your "many years of human inaction" (w/e that is?) have skewed your perceptions to a point where perhaps it is you that needs the professional treatment.
#68
Posté 26 janvier 2013 - 08:15
- You not only know where the spawns are, but also where the enemies are at any given moment based only on the location of your teammates.
- You can tell how many enemies are left and which ones based on what wave it is and what kills you've been seeing streaming through the killfeed.
- You know how much damage each of your characters takes to down an enemy, and are already looking for the next enemy before you are finished killing it.
- You also know how much damage each character can take, and will use your gates to get in more damage instead of falling back.
- You know where heads are - headshots get you no extra points but the savings in time and bullets are invaluable.
parico wrote...
Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points.
I'm guilty of this one. It has nothing to do with wanting to pad my score, it has to do with how often someone who is that far away will get me killed trying to revive them. You will not only encounter the enemy that just killed them, but also any enemies you weren't fighting - which means you are now letting yourself get flanked, not to mention exposing yourself running across open ground, and potentially losing control of an important spawn that will result in the rest of the team getting flanked and downed.
Unless there's a really good reason otherwise (significantly better teammate, playing a class that can't handle the situation well, or other circumstances that I know will make you a better candidate for finishing out the wave) regardless of where you are, I will not revive you until I have secured my location and your dead body's location. It's much easier to do this before you bleed out if we are fighting the same spawn.
ETA: One more thing. No offense, but flamer GT is a fairly mindless and cheap power. Don't get me wrong, I love it. But at this point I only bring the damn thing out on Platinum when we're cheesing Giant or something. It got too easy scoring 50k+ more than the rest of my team... and that was when I was playing with people from my flist.
What I mean by cheap is that it gets very, very high scores for relatively little effort - it gets not only assists, but also high-damage DOT, on a wide area of enemies with very, very low cooldown, almost everything in the game sets off fire explosions and the majority of the points go to you, you get a massive f-ton of DR and shields while you're at it, and in the meantime you screw up any other team efforts by interrupting explosions (the only primer more obnoxious in that regard is snap freeze) and blocking vision.
Now don't get me wrong, I think it's great class for getting accustomed to a difficulty, but if you regularly feel the need to play it to keep up, you really should consider practicing some more.
Modifié par Dunvi, 26 janvier 2013 - 08:27 .
#69
Posté 26 janvier 2013 - 08:17
Dunvi wrote...
At some point, you will realize that you not only know where the spawns are, but also where the enemies are at any given moment based only on the location of your teammates. You can tell how many enemies are left and which ones based on what wave it is and what kills you've been seeing streaming through the killfeed. You know how much damage each of your characters takes to down an enemy, and are already looking for the next enemy before you are finished killing it. You also know how much damage each character can take, and will use your gates to get in more damage instead of falling back. You know where heads are - headshots get you no extra points but the savings in time and bullets are invaluable.parico wrote...
Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points.
I'm guilty of this one. It has nothing to do with wanting to pad my score, it has to do with how often someone who is that far away will get me killed trying to revive them. You will not only encounter the enemy that just killed them, but also any enemies you weren't fighting - which means you are now letting yourself get flanked, not to mention exposing yourself running across open ground, and potentially losing control of an important spawn that will result in the rest of the team getting flanked and downed.
Unless there's a really good reason otherwise (significantly better teammate, playing a class that can't handle the situation well, or other circumstances that I know will make you a better candidate for finishing out the wave) I will not revive you until I have secured my location and your dead body's location.
Real men solo waves AND revive
With nothing but subnet spam.
Also, my chargeless slayer could easily revive you while still killing everything around him.
#70
Posté 26 janvier 2013 - 08:29
RoundedPlanet88 wrote...
Dunvi wrote...
parico wrote...
Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points.
I'm guilty of this one. It has nothing to do with wanting to pad my score, it has to do with how often someone who is that far away will get me killed trying to revive them. You will not only encounter the enemy that just killed them, but also any enemies you weren't fighting - which means you are now letting yourself get flanked, not to mention exposing yourself running across open ground, and potentially losing control of an important spawn that will result in the rest of the team getting flanked and downed.
Unless there's a really good reason otherwise (significantly better teammate, playing a class that can't handle the situation well, or other circumstances that I know will make you a better candidate for finishing out the wave) I will not revive you until I have secured my location and your dead body's location.
Real men solo waves AND revive
With nothing but subnet spam.
Also, my chargeless slayer could easily revive you while still killing everything around him.
1. I have got to stop retroactively editing my posts.
2. F*** YOU AND YOUR CHARGELESS SLAYER ROUNDED.
#71
Posté 26 janvier 2013 - 08:34
1.)Theres another kind of edit? WHAT WHITCHCRAFT IS THIS?Dunvi wrote...
RoundedPlanet88 wrote...
Dunvi wrote...
parico wrote...
Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points.
I'm guilty of this one. It has nothing to do with wanting to pad my score, it has to do with how often someone who is that far away will get me killed trying to revive them. You will not only encounter the enemy that just killed them, but also any enemies you weren't fighting - which means you are now letting yourself get flanked, not to mention exposing yourself running across open ground, and potentially losing control of an important spawn that will result in the rest of the team getting flanked and downed.
Unless there's a really good reason otherwise (significantly better teammate, playing a class that can't handle the situation well, or other circumstances that I know will make you a better candidate for finishing out the wave) I will not revive you until I have secured my location and your dead body's location.
Real men solo waves AND revive
With nothing but subnet spam.
Also, my chargeless slayer could easily revive you while still killing everything around him.
1. I have got to stop retroactively editing my posts.
2. F*** YOU AND YOUR CHARGELESS SLAYER ROUNDED.
2.) Not sure what really gets you aboutt that, subnet vorcha is much much more hipster, and THAT dosn`t bother you. Besides, the PD buff actually made that a lot more viable.
#72
Posté 26 janvier 2013 - 08:36
Anyhow, getting a high score is a combination of factors. What it basically boils down to is that you need to deal damage as fast as possible, and that means getting into positions where you can do damage quickly (running to bomb spawns or to areas where you have a good vantage point over multiple spawns for sniping), optimizing your power usage for combos and explosions, getting as many headshots (with as few missed shots) as possible, playing as aggressively as possible (oftentimes cc and/or simply killing the enemy faster than he kills you is more efficient than taking cover), and keeping your eyes and ears open for the next target, which means listening for where the gunfire is coming from, watching for red indicators when you are being shot, and knowing where the enemy is spawning based on where your team is on the map.
Basically, you need to become a vorcha and go lip-smacking crazy hunting down and eliminating enemies.
#73
Posté 26 janvier 2013 - 09:11
parico wrote...
Don't revive unless teammate is within 10 meters of you. Running across map to revive means you aren't killing and scoring points.
If you moronic enough to be downed and across from me on the map (and probably close to the other 2 than to me), you better be ready to medigel yourself. In no way am i your rez pony nor would i be blissfully dutifully running across the map just to revive someone who can't stay up with 6 medigels on 10 waves with shared aggro to boot.
If you're 10m and under a bunch of stuff, don't expect me to waste a missile to get you out of the jam you got yourself in just as I don't expect people to do it for me.
If you're 10m and falling down every wave and multiple times on late wave, reviving you is a waste of my time and being so dependent on help from others means you're utterly subject to my mood. Not happy with that? Then don't fall down.
Can't rambo without depending on others, then don't rambo. Can't stay on your feet with 2 other people against 1 boss creature and 2 mooks, then go down a difficulty.
But wait! Its "teamwork" to be a rez pony. Its not their fault they fall down like counterfeit action figures with bad joints! Its someone's fault (probably bioware's or the rez pony's) but never theirs. Its also poor teamwork if you don't hand hold and babysit 3 people who can't take down 2 marauders and a cannibal without dropping. If your leave them with those horrible 3 enemies, you're a bad person.
#74
Posté 26 janvier 2013 - 09:22
...just tells something abotu pug quality when a scrub like me usualy gets more points.
Feneckus wrote...
I have a good soundcard and some pretty
decent headphones and it helps a lot. I can always tell where the enemy
is just by sound.
Lately I've been having hearing problems so I
can't take advantage of it anymore and I gotta say the game is harder. I
can't hear phantoms sneaking up on me and I can't pinpoint where the
sound is coming from so I have to look for the enemy instead of just
knowing exactly where they are.
On the Xbox, the
stereo sounds are bit funky at times and I CAN'T tell where my enemy is
by sounds. Because sometimes it sounds like they are on my left, when
they are infact on my right. This happens sometimes. Most of the time I
can tell where they are.
Modifié par Arppis, 26 janvier 2013 - 09:24 .
#75
Posté 26 janvier 2013 - 09:33
OP, I would say that before each wave starts, look at the placement of your team. It will give you a big hint about where the enemies will spawn.
The trick here is to make sure you are consistently the first one at the spawn point in virtually every wave. This is not very difficult especially in PUG games where everyone will run to the four corners of the map.





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