How is a player supposed to know that? One player might use a medstation once and restore their health from 1 HP to full, while another might use medstations five times and in total restore 5 HP, depriving five other players of the chance to replenish their health from a low level
You need metric - Scoreboard mod. i.e. it will show someone who took 200 damage whole mission but yet they tapped medstation 4-5 times or something, it tells you that. Thatâs clear sign of top up. Then at same time youâll see someone take 1K damage, but didnât top up or couldnât, because they were denied by 1st player.
Itâs always more obvious in mission as youâll see it is same person running to medstation first.
You can identify selfish players through numbers and visually when playing.
Quickplay is full of them
You need metric to measure this as above. I cannot give you exact numbers, thatâs up to you to decide.
i.e. You can run T5 regular consistently and most of the time you only take 100 damage at most. So on a bad day could be 500. But mostly 100. Thatâs just an âexampleâ. You decide.
If I was taking 1K damage consistently then I know it is not appropriate difficulty for me.
Install scoreboard mod. Now play 10 quickplay games. Are you consistently taking less than 400-500 damage, with of course outliers youâll have a bad game or two.
An experienced player consistently takes than 50 in T5 Regular or 200 in Auric. Again consistently with sometimes bad games.
Now I donât know if 600, 700, 800 because then Iâll be stating my standards.
But sometimes it is too obvious when choosing appropriate difficulty.
Scoreboard mod - It is not my boasting mod. Itâs for my own use and my own metric. I want to improve my ability to not take hits beyond toughness. I want confidence in myself I donât need medstims/medstation and aim to not take hits that exceed toughness layer.
Damage in the amount of 1k can be taken from just a single knockdown. Iâve had games where players were captured more than 10 times (different players â some twice, some all four times), and there were so many knockdowns we couldnât even keep count. And those games were absolutely fantastic. The ideal game is the one where you manage to snatch victory from the jaws of defeat, not a leisurely stroll where no one ever gets into a tough situation and no one even glances at the med-stations
Marty Zealot that takes around or just under 200. Means they purposely self-damage and normal. So that can be deducted from damage number to be true damage then
No, he specifically said dipping in multiple times and I agree with him
If it was normal for an average player to take multiple healing charges on each station then no match would have enough healing to go around, and people who get knocked down repeatedly every match should probably also be considering a lower difficulty level. There is such a thing as imposing on your teammates to carry you.
Itâs a co-op game, so you should be playing a difficulty where you help your team win, not one where your team has to win despite you
Iâm sorry but this is not true. Itâs the same as being stuck in elo hell in LOL, good players will win more on average, so they will eventually get up in the ranking.
Iâve skipped the Arb patch because I was playing Factorio, and when bound by duty dropped my host rank was H20. I got to H40 host rank in less than 10 days while having a full time job, all with randoms, only QoL mods (mods are not cheating btw.)
Kinda related, kinda unrelated, but something I despise to see in another player is them playing on a controller.
Thereâs no doubt good people on controller but most of the time in Damnation/Auric, those you can see use controller eat damage nonstop, barely block or dodge, use ranged weapon in any and all situations.. plus having close to no situational awareness.
Perhaps you need to think on the word ârandoms" in this situation. You obviously got lucky with your teammate RNG. And what were the modifiers at the time? Do you use mods such as true level?
Also throw in the random factors of map, enemy director "moodâ, combo of modifiers, time of the day, etc.
You believe you carried the whole team then? You did it all by yourself with your incredible skill? Come on.
If you wanna blame this on mods, then inspect from party finder is much better at sorting randoms, but this is unfortunately not true in my case.
When climbing, I didnât host my games, i was joining random h40 lobbies, and as I wasnât the host, i wasnât inviting anyone, so it was still kinda rng, but it was manipulated by hosts.
Why did I joined random h40 instead of hosting h20-39 myself? Good players donât usually play lower havocs. Playing h40 with good teammates has higher success rate.
I never said you can true solo h40. Just being good at the game increases the chances and to be frank, i did my portion of clutches too.
Blame what on mods? The fact you need to use them?
I complete at least 1 h40 game a week out of very few attempts. I do so without any mods. I also do it as ogryn so I donât have gold toughness or enemy-pausing if my team fail before me. I guess you play as turbo kite zealot because itâs usually them who claim to be amazing and talk down on othersâ playing (ironically zealot being easy mode in havoc because mobility is king).
Havenât you seen all the other fs forums posts where they all swear zealot is completely useless after the rework? Xdd
I play all classes, least played is vet because there is always one.
The main thing i wanted to say is that playerâs skill is number 1 reason for winning or losing the game. Yes, the rng of modifiers and the game director makes it easier or harder, but playerâs performance is always the most important factor.
It is absolutely a requirement to be very skilled. Itâs high havoc after all so yes thatâs a given.
It is just not the biggest deciding factor. Teammate RNG is. If you get 1 terrible teammate then itâs almost certainly a wipe no matter how good you are and to think otherwise is pretty narcissistic imo.
Having to be skilled, as you say, actually proves my point. Because if you are not skilled then your whole team will likely fail, even if theyâre great.
Havoc goes on for roughly an hour of hardcore relentless sweats. There can be no weak link for that duration. Ergo, everyone must be good for success. (Teammate RNG)
Edit: this particular season of modifiers amplifies this. Imo this season is the hardest and least fun so far. Other seasons have been cakewalks in comparison
Well, yeah. Sometimes you get a teammate or teammates that arenât prepared for havoc, then you just go next. Itâs still possible to climb to h40 assignment just hopping random groups. Itâs only important to not be that guy who canât hold their ground and if you (not you personally, just as a general term) are, you can always learn from the experience to eventually get better.
Sure and then you get another. Next. Then you get a whole team of people you wonder how they even got past h15. Next. Then you get another team who arenât amazing but ok and get almost to the end but die when the director spawns 3 captains, a slug, and a PO at you down a narrow corridor. Next. Same same same. Roll the dice.
After all that youâve lost a couple of ranks.
And the worst thing is you have no idea if the team will be good until youâve passed the point of no return and stat playing. Sometimes itâs super obvious within a minute that they are flaky but what can you do? Your rank depends on surviving so you just have to give it a shot which is impossible if all 4 players are not turbo sweats.
This actually just happened to me. People tonight are all stoned or something. Every game I played at least 1 team member died (actually died, not just downed) within the first 5 minutes. In 2 of the games, 2 team members died in the first 5 minutes. So I just lost 2 ranks. Because other people were not pulling their weight, yet I get punished and itâs entirely out of my hands.
Everyone was splitting up, not pulling back when a big wave or captain was spawning etc. no one listened to my waymarkers telling them to pull back. Just ignored me and died then I have a giant meat wall of garden/rotten crushers and maulers coming for me. I evaded and managed to reach the team awaiting rescue but soon as I get there a captain spawns out of nowhere and pushes me back right into the meat wall. Dead.
I was often last one standing and as a pickaxe ogryn thatâs quite a feat tbh but in havoc the only really viable clutch is zealot with all the mobility and kite buffs. A giant slow ogryn who doesnât have access to a DS or infinite kite cannot clutch in that way. There is only so far skill can take a single player in havoc.