Perhaps they, just like you, had a reason
food for thought
Perhaps they, just like you, had a reason
food for thought
I made pretty clear that, for me at least,
there is a clear difference between regular missions
and Rolling Steel, a timed mission designed to be rushed.
But I leave it to you to be a contrarian.
So you didn’t provide me with anything to think about.
Thank you very much.
one thing to differentiate though:
say the group got a slow poke, always behind thus dragging on back spawns and finally getting overwhelmed.
around 300 hours ago i trained myself to cut him loose in this situation, hold a choke point to deal with the spawns and pick him up on the way.
this way i dont trade valuable ressources for a worthless asset, hard as it sounds.
That’s the point yea. Other people think differently. Going slow is boring to many. If someone decides the team is being slowpokes and goes ahead because he wants to have fun, it’s hard to blame him. When I play I dont often run ahead but I do always keep up with the fastest person and it always works out for us two. Not so much for the other 2 people who choose to not pick up the pace. There’s very rare exceptions like certain Havoc 40 spots where things collapse onto you if you go too fast and it’s an objective mistake. Otherwise, pace is personal preference.
It goes both ways
PS: Never saw anyone take the upper path on the train mission and I can’t remember ever losing it due to the timer, outside of matches where 2-3 people left pre-minigame nerf.
as for people who run off and die… have you noticed how some people just can’t stay together, as if they’re particles with the same charge? they scatter as soon as they reach a larger room. the medicae platform in oubliette or the chandelier room in sycorax are prime examples. i just can’t get behind how it never crosses their mind that this could be a deliberate map design to trick them into scattering? and not even if they’re likely playing that map for the 50th time or so, judging by their true levels. i had such a guy recently, pull him out of the dirt twice in the first minutes, and instead of karkin staying with us he runs away immediately again, like his +forward key was jammed for some reason.
Going to follow your advice, but noneless I thought I made a little guide to raise awareness.
Of course it does. But that wasn’t my point. ![]()
I can remember both.
I remember lot’s of times, where people wasted time betwen Bomb #1 & #2 and the mission failed thx to the timer.
Hence my suggestion.
some situations you cant revive safely in, trying for the rescue is a lot safer.
for example the big arena in riser with all the trains. if you rng a lot of gunners revives are impossible without a bubble/wall
Edit: Some spelling mistakes.
Edit2: Formatting, something bothered me lol.
TLDR; There are benefits to being both in and out of coherency. Staying in coherency allows the team to react to saves from a dog/trapper/etc much quicker and everyone can benefit from coherency-related traits, but being out of coherency has it’s uses (provided the user running off can handle it) by dealing with threats before they even reach the rest of the team, or simply distracting gunners and other enemies, lessening the burden on the others … but it is more dangerous for sure.
Anyhow, here’s a very detailed explanation below.
Simply this. Want this penance? You have to stay out of coherency. I think there are others like this one. It’s probably best to communicate to your team that you’re going for these, they may even help you, or be more welcoming to this playstyle then.
Note: Of course, mistakes can be made, even for the best of us, and it’s a risk they are obviously taking.
A really good player can handle themselves most of the time, especially with a well-put-together build that allows them to deal with any situation with a degree of proficiency (armored/unarmored/boss enemies alike). As someone who has ran ahead on every difficulty, sometimes I just want to beat a mission quickly (for mission completion penances or something), sometimes I’m doing it to deal with threats before my team gets to it, sometimes I simply just forget how fast I’m going. I’m not always perfect either, and sometimes I do get trapped (sorry!) ¯_(ツ)_/¯
Note: Of course, mistakes can be made, even for the best of us, and it’s a risk they are obviously taking.
It’s also probably a mix of this too, but this more-so ties into what I said above. Just because you can do it, doesn’t mean you should in every situation. It might benefit some people to learn when to pull back from time to time. Maybe they already know this and they just happened to make a mistake in your match that day, who knows?
Note: Of course, mistakes can be made, even for the best of us, and it’s a risk they are obviously taking.
This mission is, at most, a 10 minute mission. They’re probably running ahead here to start the bomb-defusals early. If you waste time on that mission, it’s game over. Going down, or generally being a slow/methodical player here is not ideal. I still find myself sometimes failing an Auric HISTG mission on Rolling Steel because of all the specials that are constantly interfering with everything, slowing everything down. Kind of hard to defuse a bomb when the floor is fire and mutants are throwing everyone around lol.
There are some talents in the game that are crazy strong when in coherency, and it’s basically how high level Havoc missions are generally tackled lately (most teams that do well generally abuse coherency traits to the max, and it works real well!). Here’s a few that are just simply amazing (PS: I’m using mods for a broader description of talents, so you may not see what I see without certain mods):
Psyker example
Ogryn example
Veteran example
Zealot example
I hope this helped give a good explanation of when coherency and non-coherency can be used effectively ![]()
Nothing bugs me more than when people run away during a horde. I never understood the mindset of buying a game to basically not play it by running away/past everything.
Like it’s not even exclusive to this game, Basically every online co op game people do that stuff.
It’s just plain silly
You illustrate my point perfectly. You always blame the other guy. HE’s a slowpoke. HE’s dragging the team. HE’s getting overwhelmed. It’s all HIS fault.
Well, I blame you for running way ahead of your teammate. I blame you for not helping him to keep up. I say it’s your fault he got overwhelmed because you abandoned him.
And if you really felt the other guy was a nuisance, you would have put your money where your mouth is and vote kicked him. But you didn’t. You just blamed him for your own failure to realize that in a team, the strong help the weak. Either we win or we lose, but we do it together.
Cheers!
This is stupid lol, people can be anchors just like people can be rushers. Leaving an anchor in the dust and letting him die isn’t a failure, it’s just playing the video game at a normal pace. Just like how a rusher can’t dictate everyone run fast with him, an anchor doesn’t get to dictate everyone goes back for him.
I hate when people say “it’s a team game so all 3 of you have to do what I want”. Not accusing you of that specifically but it’s happened enough in my games to the point where I wonder if it’s some form of social underdevelopment. There’s no team leader, nobody gets to tell the others what to do, and chances are if you try to be the team leader and aren’t at least fun about, people will do the opposite out of spite.
If you want to enforce how other players play the game in any way whatsoever, you must either succeed votekicks or play with friends who obey you
I can’t speak for others but finding out coherency doesn’t work when enemies are in melee with you… Doesn’t make it super useful. It’s pretty slow too. Whenever I play other classes I can regain toughness on my own pretty effectively.
The main reason I don’t want to unnecessarily be alone is disablers.
As for rolling steel I think the upper route just isn’t well known about.
Coherency isn’t only for Toughness regen and Toughness regen speed. It is helpful, but in a fairly minor way. Most of your Toughness is usually, and mainly regained from melee kills (5% per kill) and from other talents that can restore toughness in various ways.
Example (Veteran skill tree)
You can boost the Toughness Regen speed from Coherency with Curios, making it more useful.
…But it’s primary purpose is to make Coherency talents shine (teamwork, basically), and probably to promote more “team-oriented” gameplay too. It’s much easier to save someone from a trapper/dog when they aren’t several light years away haha.
You can click the link below to see my post above, I portray some examples of skills that are pretty darn strong when the team is in Coherency - which I’ll re-iterate here - really help in high Havoc levels (and everywhere, really) ![]()
“What are you doing over there?” pings spot like I don’t know where I’m going as the rest of the team leaves me while I’m turned around
What I’m dealing with:
I know how you feel. ![]()
Yeah true auras and other abilities work in coherency. I just meant specifically toughness Regen isn’t that useful for coherency. And for curios you’re better off with more toughness than toughness regen speed (which only effects coherency).
I think it’s a constant game. Splitting up to cover more ground for supplies, flanking ranged enemies, etc. sometimes needing to split up due to enemies. Some are melee front liners, some are ranged backers.
I just think there are legitimate reasons to not be in coherency the entire match.
Your hypothesis doesn’t hold water and the follow up “your own failure” statement is rather trite. There are honest to goodness heel-draggers in this game (e.g. smyke turret) and after many chances, it’s often better to ignore them. Smykers are notorious for dragging their heels and trying to dictate how the match will play (slog).
Both the rusher and the anchor are detriments to team games, no amount of “good vibes” is gonna change their mind. The only solution I’ve found is to bring out the stick after the basket of carrots has been emptied; sometimes it actually works. Other times they or their buddy will pop up months later in these forums to chastise you (true story lol).
I’m not singling you out here, but these generic fortune cookie kumbaya responses to some of these topics are rather meaningless, some people just don’t want to play as a team no matter how many chances and opportunities.
There’s a reasonable pace in tide games with a plus or minus in either direction, if you’re way, WAY off then you’re the problem and the rest of the team is well within their rights to give up on you after failed attempts to include you.
On the general topic of coherency, you don’t need to be joined at the hip but nor should you always be 2 rooms away from each other. It’s nice to get VoC shouts once in a while and that’s coherency radius, as is Ogryn’s Bruiser CDR talent.
P.S. Votekicks almost never work, usually for no good reason.
older post by me on this topic of rushers vs laggards: avoid both.
laggards don’t get it that the longer you allow the game to throw enemies at you, the worse the attrition gets.
“laggards” also applies imo to people who get sidetracked into fighting hordes for example instead of just moving through them.
You only need to use coherency in havoc 25+