Silvair wrote...
"Stop camping!"
God forbid the team use a little strategy rather than just running around all the time, with teammates usually getting picked off as they get off on their own and get flanked.
First, effective run & gun typically requires more strategy than camping. Or, if you want to split hairs, it substitutes strategy with considerably greater tactics. Also, camping will require more coordination with greater timing when the pocket collapses, a hitherto largely untested team capacity in prior waves, whereas R&G establishes and facilitates flexible teamplay. As a reminder, I am mostly referring to instances of effective gameplay because, in my experience, ineffective team members are kind of lousy regardless of strategy used.
But seriously. It's my habit to find a good defendable position, with an escape route, then hold up there fighting the incoming hordes (Objectives aside, obviously) until i'm forced to move.
What is "bad" about that, exactly? Are people just too impatient to hold still for more than 10 seconds, or what? It's not like it takes any longer to kill enemies, now they all funnel straight to you rather than having to run around chasing them as they scatter.
Oh, camping most certainly does lengthen the time taken to kill enemies for many class and weapon choices. Also, guerilla tactics will divide the enemy forces and split their power base, reducing their threat potential similar to dispersing the team around the map. It's a two-way street with trade-offs in survivability. Lastly, a dispersed team effort often deals damage more effectively, in ME3, than continual focused fire.
To explain, let's assume you are always the top-scorer, typically the player with the highest DPS, but let's say you spike damage. How much redundant damage is dealt to your targets prior to your killshots? Or vice versa. How many times did your team focus down an enemy that your build is uniquely and especially capable of eliminating? I mean, it's a general practice to optimize builds to just one-shot certain enemies, or just finish them with a combo, or perhaps neatly two-shot certain enemies, perhaps padding damage with an easy power, or with a single clip, etc. So when a less effective player works on one enemy for five seconds when you were going to kill it from full health with one shot, then that player typically has wasted those five seconds' worth of DPS. Dividing the team generally allows everyone to deal their potential DPS, although I concede some situations where DPS is limited by time trying to survive (e.g., running, taking cover, etc.) that is not required with concentration attacks.
Now I mean, I personally don't like constantly running around the map, but if other people do, so be it, i'll just factor them in and keep tabs on them.
But that tolerance doesn't seem to go in the other direction. I've had pugs run up and start trying to shoot me for staying in one position, yelling "stop camping, scrub" or some noobish comment like that.
Your thoughts?
Gameplay is more dynamic and arguably more entertaining with mobile strategies, even when they ultimately prove less effective. In essence, I believe it's more challenging and therefore engaging. A greater challenge? Well I guess I'll just have to play even better. That shouldn't matter when you're already the top scorer, or "most effective" player. Also, R&Ging as the top scorer sometimes has the added perk of winning trust as defecto team leader through proven and accepted superiority. The other players are more likely to follow your direction when you can demonstrate effective survivability outside the shooting gallery, which further optimizes your team's success with capable leadership. These concepts are analagous to team over group effectiveness for complex, unique tasks and optimal understaffing, should one apply OB research to a video game.




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