Punishing "Rambo" and Saving "Private Ryan"

I can’t tell you how many times I’ve been on a team and seen one player rush ahead to leave the people behind them to deal with the hordes and specials.

Spawning in a pair of Trappers, or a trio of Hounds, near/around this singular player, would cease this behavior.

If only there were a way not to affect people left behind by their team…

I also can’t recount the total number of times I’ve been surrounded by enemies and left behind by my team.
Playing as a Smite Psyker means that I’m Crowd Control, not DPS.

Is there a way to implement changes that would punish people for not playing with the rest of their team?
If they want to be Rambo, they can play solo with bots.
If you play on a public team, you’re on a TEAM, and need to behave that way.

Being within range of team buffs isn’t enough for people.
I’d be more apt to play with random people on my team if they acted like a team.

If not the developer, then I believe I’m going to just leave Rambo players downed or Trapper’ed. Hounded.

they, in fact, cannot play solo with bots. you’ll have to take it up to fatshark with the immesurably complex task of changing =2 into =1
hounds and trappers spawn less for loner aura and whatever gets through the cracks gets oneshot by a throwing knife. this change will literally do nothing
besides, if you identify your whole build as “crowd control smite psyker” there is very little reason to stay near you. maybe try actually playing the game instead of permalocking yourself in a blitz?

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this will be said… you should never play smite as primary “weapon”. This is something really annoying for other players and could also explain why they don’t stay around you.

I let you do your search on this forum about this topic.

I am tired of players that rush… run, never wait etc.
Hopefully, more difficult it becomes, less you can see such players. But this is really annoying when you want to play a cooperation game and that you feel more the game as a multiplayer game without cooperation (even HD2 has better cooperation than what we can see when there is/are rusher(s)).

And yes I want that Fatshark implement a true solo and also that they remove the requirement of 2 players to create a private game.

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I don’t think most randos are gonna care about what role you try to shoehorn yourself into. Make a build that works or play with a pre-made if you need babysitters.

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As I said, I was sure that it would have been pointed by someone…
I said it more kindly…

Didn’t know it was a contest! Here’s your medal mate :1st_place_medal:

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I don’t need it… this is just that I feel that the OP doesn’t know it… and that you were a little rude. Just my feeling :wink:
Nothing against you mate.

(and as I said, I agree… I hate smite)

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There’s your problem
In higher difficulties the name of the game is "versatility’. You gotta be able to handle everything, because nobody’s safe from a surprise pack of crushers or gunners spawning in behind your back. And a single person going down could be the nail in everyone’s coffin.
If you wanna specialize, it’s better done with a premade, not in Quickplay.

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IMO it’s rude to expect Darktide players to babysit the Palpatine Walking Simulator player and then throwing a fit about it on a forum. Just my feeling :wink:

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Palpatine… I feel that Palpatine is clearly more efficient than the average smite player :wink:

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This isn’t a good take at all. And a very strange kind of attitude in what is actually supposed to be a team game.

When you play smite you bring an enormous utility to the team. You don’t do it to get “babysitted”, you do it to help the team. If your team-mates aren’t literal ree-tards, they should know that when the psyker is smiting it provides openings to get easy headshots on crushers and bulwarks. Taking advantage of team mates providing openings isn’t babysitting, it’s optimal teamplay.

As much as I hate smite because of how it breaks many aspects of the game, it’s capacity to do that absolutely depends on your team being able to make use of that period of stunning to pick off stunned targets that are normally more difficult to take down quick.

When I put up a bubble around a vet with a plasma gun, and I flame down chaff with my purgatus staff, so he can focus down gunners and snipers while being relatively undisturbed, is that “babysitting”? No, it’s good teamplay.

Everyone who has some sort of strong AOE stagger or stun can and should use it to help their team mates by staggering and creating openings on enemy soakers like crushers and bulwarks. Whether that’s Ogryn’s bullcharge, vet shout, zealot relic, smite, or whatever, it’s there to help the team, and good team mates take advantage of the openings provided by their use.

God-Emperor forbid people understood the team work aspect of this game instead of this “I’m here to solo the game and show off” nonsense.

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If 1 person out of 4 is consistently falling behind, that person is not playing the team game.

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You don’t help (you refers to the smite player, not you personnaly)
You would really help if you were killing things. When I use a build that relies on dodge, you don’t help me by forbidding the enemies to attack me. I cannot dodge, so I loose 20% critic rate and +50% damage…

I think that we should be kind with players. We don’t know their experience with the game and so, we can face a new player.
Explaining is better than pointing with “accusations” a player.

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Who is he helping? The team proceeded with the mission while this dude is stuck trying to fry 10 poxers 50 meters behind everyone else as per:

In the past 3 months i’ve seen smite being used effectively only once - dude pulled out a clutch at H38 chaining inferno, smite and shriek to clear a literal wall of carapace that he got cornered by(also using smite a grand total of 0 times for the other 14 clears - it was just a skill tree pathing pick)

Utility of permanently stunning all enemies(killing them) is infinitely more useful. Especially when done from the relative safety of backline on psyker

See how that scenario did not include you permasmiting horde enemies? Curious

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gets enemies dead

got his whole squad killed and was sobbing over gravestones…

i pick rambo for my team thank you very much. :muscle:

maybe just keep up, disengange and stay close to the peeps that actually kill stuff.

had 2 guys lollygagging in havoc of all options, after the 4th death i just wrote the one dude off and was having an easier mission for him not side strolling into empty corridors, which obviously he hadnt seen…ever…joining havoc…

you got a problem in general keeping the pace, your in at least on difficulty to high.

which is it now ? you dead in the rear or they dead in the front ?

you see, the odd zoom zealot isnt the metric for good fast past momentum and keeping the pressure up. but what gets teams equally wiped is people ever dragging behind and creating new waves of enemies that wouldnt be there in the first place if they´d just keep up.

pacing is a difficulty modifier, although not explicitly pointed out as such.

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Here, I will disagree.
There are too many players that don’t give a clue about other players.
We rarely see players that wait others before jumping from a point of no return, that go back to take a medikit or ammo crate etc.
Don’t claim that every players are kind and that he is the only one in fault here.

Playing smite as primary weapon is an error. And a big one.
Explaining it to this player is absolutely needed. Cause he needs to quit that and start to really play the game and acquire skills.
But, let’s not put the entire fault on him…

Yesterday I did several missions. In havoc, it was great. Players are too afraid to just rush… I still loot all around the map, but I feel that this is like the first times players were starting damnation games and where always asking players to stay in coherency cause “it is not malice here”.
Played several maelstrom… The last was great with players that were acting as a team.
I played also damnation auric histg with my psyker. Here there was players that were always pushing without never waiting. Sadly, in term of damages they were far behind the 2 psykers, and we have stick together the entire mission. And, again sadly, due to a mod, my HUD crashed totally, and I had no more information at all (no HP / toughness info, no ammo info, nothing, not even the crosshair). And after the game hard crashed. But it was a good game.
All others missions I did, I have encountered rushers… and this is just annoying.

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A non sequitur, that conclusion doesn’t follow. It could just as well be the case that his team consistently gets swarmed by crushers, ragers, and bulwarks, he bails them out with smite, and instead of taking advantage of the opportunity to kill the enemies they just bolt on out of there again and again. I’ve seen this happen many times myself.

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but thats the exact reason why one should try to keep up in the first place.
you cant control their pacing, but yours.

and mechanically unless its a stealth zealot going full yolo your run speed is almost identical to others.

add to that the odd encounter where people actually stop for a fight and being 2 rooms behind lacks any excuse other than not keeping up.

personally, i see a decent player i wait for the drop beyond no return etc.

but sometimes dudes take all the time in the world to stroll around everywhere (and i usually am the one picking up the most mats up to auric maelstrom, so i know how to combine looting and pacing), i simply write him off and not create a worse situation for the rest of the team due to endless spawns or unwinable encounters.

drop what you´re doing and run for dear life to stay close if the gap is getting to big, is the only thing you can control in such situations.
not the others and not the spawns.

besides “kindness” is neither required nor requested on my part, efficiency though VARLET is :laughing:

only need to add “and keep the pace” and i agree

had a pretty good psyker the other match in havoc where he froze them briefly for my branx to pick them off but at the same time moved alongside and not stood as a statue.

THAT is efficient smiting that actually helped progress through the spawns.

and the director spawned a metric :poop: ton on us so keeping a brisk pace was the only thing that made for a successful run.

that still took over 40 minutes.

isnt that sometimes the moment to

sometimes positions arent meant to be held, you need to reposition and sometimes disengage.

as well as my bullrush clearing the rear, i tell people to not wait around for me, I got no problem keeping up unless there´s an unlucky net.

the accordion effect of pullbacks is worse than having the majority of the team push forward.

It goes both ways, though. Laggards are also a pain in the arse.

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It depends if you have enough movement. I have experimented that as psyker… I was always behind and, at contrary of what I do with my zealot, I was not looting chest… I had to run after 2 zealots all the mission and face all what they did not kill (and so it was slowing me).
Believe me, this is everything except interesting.

You don’t need stealth zealot.
Played in havoc level 30 as normal zealot (DS + chorus) and we were speed running the entire level. At the end of the level we had to fight 4 monstrosities (2 captain, 1 nurgle beat, 1 pest ogryn) and the enemies of the entire mission (I even think that in one mission we had to fight 5 monstrosities at same time).
You really don’t need to have a stealth zealot…

Precision: this was done with the agreement of all players and we were only zealots.