I’ve seen a lot of answers here I agree with. Things that more or less boil down to poor target prioritization, management of resources, and positioning. And all of those make sense, considering that as you get to higher levels of play, those mistakes become far more impactful. While it edges on nitpicking, I have a few that I can mention about specific classes, both when playing as a class or when dealing with them. This is a long one, but it’s also my last planned post on this topic:
[Veteran]
When Playing As:
It’s hard for me to get frustrated by much when playing Vet. I’m a passable shot and I’m not terrible at ammo conservation. That being said, even I need to grab ammo a few times a game. So I always get a bit worried when I see a Gun Ogryn. Most are fine, and more than willing to use their melee to mix thing up and conserve ammo. But then you have the ones who always grab, never share, and spend, spend, spend.
When Playing W/:
I’ll warn now, this might make it seem like I hate the plasma gun, but it’s quite the opposite. The PG is an extremely powerful weapon that I hate to see used poorly. And there’s no poorer play than wishing you had someone to clear long range shooters while there’s a Plasma Vet on the team busy using their weapon like it was the Hacker Shotgun.
[Zealot]
When Playing As:
There’s honestly very little that another player can do to rub me the wrong way as a Zealot. Part of that is that I’m a Zealot Main, but another reason is that the class is just built in such a way where they’re very self sufficient. But the one thing that always bothers me is when I have my chain weapon in the neck of an enemy, i’m a fraction of a second from getting the toughness on kill, along with any other benefits of my build, and then BAM. Plasma Gun Vet has decided that the target that need to die next isn’t the sniper taking pot shots from afar, or the gunner lighting up our backline, but the Shotgunner who was about to die regardless. I’m not sure that “Anti-Synergy” is a thing but Vets who exclusively use the Plasma Gun to kill what you’re engaged w/ make me believe.
When Playing W/:
People have already mentioned this, but Zealots who can’t stick w/ the team but also can’t stay on their feet are always a headache. When playing certain zealot builds, I like Orbiting around the team, but some people just charge forward, pissing off a hoards worth of enemies, only to go down in a bad place far away and blame everyone else.
[Ogryn]
When Playing As:
I saw this one pointed out as well, but as someone who very much isn’t an Ogryn main, and therefore am very much so not comfortable trying to clutch w/ their tool kit, I hate when clearing out shooters is left to me. My brother under the emperor, that is a sniper 60m out and I am using a Rumbler. Can you please deal w/ the problem?
When Playing W/:
Ogryns have the special passive where they can’t be knocked out of things like the pickup animation unless they go down or are netted, pounced on by a fog, or mutant charged. So I will never understand why so many do make better use of that. I understand not wanting to pick someone up if you’ll go down or get hit by a specialist, but sometimes Ogryns will just continue attacking into a crowd even when it becomes obvious that they are the only ones capable of getting someone before they die.
[Psyker]
When Playing As:
I can understand it when i’m trying to headpop a target and someone just gets to the kill first, but I’ve been in a few games where it seems like someone is doing it on purpose. Headpopping a sniper? Bang. They get shot in the head by the guy who was just in melee. Headpopping a rager in an upcoming group of 5 of them. Bang. The rager I was specifically targeting, as opposed to any of the others. Headpopping a random pox walker behind the group. You guessed it. Bang. It happens rarely, but when it does I just don’t have words.
When Playing W/:
Smykers. Smykers give Psyker players who actually understand the use of Smite a bad rep. When used correctly, it’s a powerful tool that can stun lock groups of enemies long enough for the team to dispatch them at minimum cost of resources. When used poorly, it attracts more problems than it solves.
And here’s a hodgepodge of random complaints that aren’t class specific but that I haven’t seen yet:
- People who shoot Pox Bursters when you’re about to push them. Why? You can literally push them through a hoard, so shooting should never be an option unless they are far away from the team.
- Players who quit out as soon as they’re down, even if you are picking them up. I understand that sometimes the connection is bad, but this happens far too consistently, without people ever reconnecting for it to always be blamed on the server.
- Ping on Scrollwheel. I don’t think I have to explain how annoying this one is, and how little it makes sense, especially on Veteran.
- Anyone who starts a hold out even without the rest of the team. This is just poor manners, and more likely than not to get any teammate who isn’t yet in position killed.
- People w/ poor communication skills, specifically in multi-objective situations. The maps that come to mind are the Smelter Complex, Consignment Yard, and Chasm Logistratum. If someone pings a direction, and everyone in the team moves in that direction, why would you go the opposite way?
And for my last one, and this is very specific to a one map:
- People who refuse to engage w/ the mechanics of the final arena on the Carnival map Mercantile HL-70. Fatshark, at this point, have added an entire drop off point to try and get people to interact w/ the gate mechanic of the arena and I still occasionally deal w/ someone refusing to, insisting that the upper stands where there’s little cover is a much better place to fight…only for them to go down a few minutes later from one of the six snipers that spawn during the final hold out event. Holding the gates is not that hard. I’ve done it by myself in a maelstrom run. What are you trying to prove?
[EDITS: Cleaned up my typos, formatting, and added a warning regarding my loquaciousness.]