I feel this applies too more then just rescue situations. Fatshark has added game mechanics so that you could potentially handle any given situation… it is just that some do not seem to be aware of that fact.
Well others already clarified, but yeah, basically some are traitor-heretics, often “difficulty tourists” as you put it, working against the team in ways I never deemed possible. Some player just have a knack for screwing over their teammates in very creative ways and leaving them hogtied is just easier, and I think the director takes pity as @MarxistDictator mentioned.
I was really happy when they upped the director difficulty, and would absolutely love a “no-carry” thread permeating through the hardest diff.
That being said get ready for for the deluge of “DoN’t GaTeKeEp Me PoSts11!”, which amusingly some of those came around with the director tweaks.
These “diff tourists” are almost always better left to timeout as they are usually in quasi-impossible situations. And again, some of these are best left hogtied.
I got to agree. I would also add that I’ve seen plenty of scenarios where 1-2 players are perfectly positioned for the fight but have give up those positions the moment someone goes down. This in turn ensures that pressure suddenly can mount up unexpectedly. Examples could be something simple as ranged powerhouses getting locked into melee or a flank you thought was covered suddenly starts bursting enemies.
Preventing cascading and surprising situations is really critical when you are already lacking 1/4th of your potential dps. Which is why i personally think that reviving should only be done when its safe or absolutely mandatory to salvage a run.
Its sometimes completely fine to be selfish and prioritize your own and rest of the standing teammates survival.
well obviously, but its easier to learn and adapt most other skills,
personal skills like avoiding dmg, enemy patterns/windows you learn naturally with time…
imo, teambased skills generally are harder to learn, such as pacing and spacing as a whole team, and to learn your role within the team and sometimes to create room for others to shine.
but actively choosing not to rescue someone even when you are instantly aware of the person getting downed, is something that’s even harder to learn as it is counterintuitive to what you learn in the beginning such as that is safer the more players are alive and together and of course people want to be friendly and don’t wanna doom others to waiting for respawn.
In addition, it’s not immediately apparent that rushing to rescue was the thing that caused the death, as it can invoke the feeling:
- “if I did dodge at the right moment I could have pulled off the revive”
or any number of other reasons rather than: - “the whole idea of going for res was dumb”
and also, as others have mentioned it doesn’t need to happen moments prior to the wipe but, can just lead to loosing one player and way later the remaining player/s get overwhelmed, which somewhat disconnects the chain of events.
- “too bad those two didn’t pull it off, it was a valiant effort, tho they almost had it!”
(⇾ lesson not learned)
rather than: - “if I didn’t do the stupid thing way earlier, that got me killed too, we would have had better odds now”.
(⇾ lesson learned)
people can have amazing personal skill and still need to learn teambased skills and vice versa
if you ask me (not that you should) this is how I see what predicts successful runs
Teams with:
Both developed personal and team based skill > teams with high team play and coherency but lacking personal skill > teams with lacking team play and coherency but great personal skills > teams that lack both
Teams not meaning friend group can also mean random people with good mojo, you know what I mean, sometimes it just clicks and what others do makes sense to you.
I am convinced that a horde is triggered when someone is downed as it almost always goes completely nuts when trying to rescue them
When I was young, and my heart was about grimoires and books,
I used to say live and let live.
But in this dark and infinite tide we live in,
Solo zealot a-cryin’ ,
I say live and let die.
I’m actually having to choose to run off on my own right now despite being a total team player, and don’t mind being left to die. I’m trying to do the ogryn penance where I have to kill 5000 enemies with 5 stacks of hard hitter.
It’s boring AF because it takes 70 years to charge every heavy melee which rarely kills anything in damnation first shot, even with a maxed out krouk knife. Even many groaners get back up after a charged heavy melee (my krouk base attack is about 189 for light and about 370 for heavy) with roughly 80% stats across the board.
Due to this lack of instakill, I have to rely on those enemies still being alive for their second charged melee hit (70 years later after I’ve charged my next heavy attack and AFTER 5 individual heavy attacks to get to 5 bloody stacks (multiple enemies on 1 hit don’t count!!!)). By this time any zealots have zipped around the entire map with their 1 click kill eviscerators and wiped out literally everything within seconds and relently home in on me, knowing that they will have a whole bunch of easy kills after my first swing. It happened on every auric maelstrom match tonight and I was shouting at my screen in the end.
After each successful match I was scoring barely 200 kills per match for that penance, despite absolutely laying into the crowds.
Due to this, I started running off to try and get some enemies to myself. Alas, was impossible. Zealot kept zipping over with their sonic hedgehog speed.
I really feel there needs to be a game mode where there is heaps of enemies with lesser health. It’s so annoying the lower difficulties are hardly populated. It’s like a ghostown.
If you want loads of enemies then youre forced to choose damnation but all the enemies have chuck norris HP.
Typically that means that the player who got downed was carrying.
funny you mention that, the other day i had a match were initially one dude was dropping every now and then, putting blame on us for not covering etc.
of course he was charging in head on, not a bad thing IF you got the skill, but since he didn´t have he was downed multiple times.
serious case of “aint nobody got time for that” meets “leeeeroy”
whilst the second one chimed in after he went for a suicide rescue, only to find himself next to his buddy tied up.
us that carried the match, after calming down the fustercluck that was made by aggroing the whole area charging in, were the “bad players”, which gave me quite a chuckle.
even more so for having them added to my collection of matches for all eternity
what´s mind numbing to me was the utter conviction that NOT running into desaster with him was the bad move to be called out, while even after us getting stuff back under control again, they were still yapping on.
got it on my channel if anyone´s up for a good laugh
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