Problem Team Members


Acemace

 

Posted

So, I was following up on a thread I recently posted about my nerd rage relating to Caltrop usage ( http://boards.cityofheroes.com/showthread.php?t=196455 ) and realized that it raises a larger issue for me that I feel deserves its own space: problem players.

This is of specific concern for me, as an oft-tanker, because even if I'm not the team leader, situational awareness and control are my responsibility in a team. Tankers don't do much damage (try as we might), so my focus is on creating a focal point for NPC aggro and enabling the damage-dealers to do their job as effectively and death-free as possible.

Obviously, when the following issues come up and I'm the team leader, I go by a three-strikes-and-you're-out policy. If you didn't catch the first two warnings, you're not watching team chat closely enough (that's how I feel about it, anyway).

These are the problems I most often have with team members. How do you deal with them if you're tanking, but not the team leader?

- Caltroppers who use their powers for evil. Mobs scatter, and at the very least make fights take longer because the spread causes AOE efficiency to drop. Usually it becomes harder to maintain aggro, if I don't lose it altogether because of critters slow-mo running in opposite directions. The kicker to all of this is the negligible damage inflicted by caltrops.

- Fire/kin trollers who want to tank. They have nothing keeping critters specifically angry at them, so the moment someone else does more damage (say, for instance, a blaster, whos job it is to do more damage than controllers, if I'm understanding the game correctly), they catch aggro and get hosed. Usually when this happens, I'm still trying to mop up the last boss or two of a mob, and half the team has followed the adventurous fire/kin down another hallway (usually to their deaths).

- SuperScout Scrappers (tm). "I can do all of the damage of a scrapper and I have soft-capped defense. Lol! I'm a scranker!" Enough said, I think.

- Other tankers with big egos. I actually believe that two or three tankers is better than one, and will happily take on the role of second-in tanker if that's what's needed. What I have problems with on a fairly regular basis are tankers who seem to feel that if they're not taking point and setting the pace of the team, they've somehow been emasculated or scorned. If there's a way to say "I go first, not you" without sounding like you're butt-hurt and petty, I haven't found it yet.


In all of these cases, which have come up several times for me, a simple "please don't" didn't suffice. In one Fire/kin instance, I left a task force mid-run because the player wouldn't stop, and didn't respond to any of my /team comments or requests. I got rage-tastic tells from multiple people in the TF telling me that it was bad sportsmanship to bail on a TF because of my ego, and that they wouldn't be able to finish because they needed me to tank Romulus.

Apparently I was just there to tank the AV. Wish they had told me that straight away. XD Anyway.

I'm really just looking for general feedback on these situations, and how to deal with them when you don't have access to the Kick button. I love this game, and the kind of team infighting that occurs because of this stuff is really the only thing that causes me to enjoy it less.

Sorry for the long-winded post!


 

Posted

Almost never quit a TF, make notes so you never play with the player again, but don't bail. I think I've quit 2 of the 4 figure number of TFs I've done.

One I warned the team that I might have to quit beforehand as one particular effect (hurricane) makes me ill, and there was a stormie on the team who was very good at using it. They said to come along and try, and no hard feelings when I had to quit.

The other, some muppet decided to run posi on invincible with a pretty random team, I was the lvl 12 tank and after a level 17 or 18 minion killed me one on one, realised that life was too short to complete this.

My response to the problem with the fire/kin is to beat them to the groups even if that means leaving the previous group before it's finished. The problem I find is that they tend to use fire cages and immob groups out of range of my taunt aura. The counter to this is to get to the group first and cluster them on you before the fire/kin arrives.

As to multiple tanks, I prefer to agree to tank alternate groups, and this can be very efficient as every group is tightly clustered for the damage dealers.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Sometimes you end up with a Fire/Kin that feels they have to be with you all of the time and masking taped to your butt sharing all the AoEs and cones that land upon you.

A team could easily exist where everyone is practically needlessly doing everything and anything to get themselves and eachother killed. Epic fail teams can exist. With some people you can get the impossible done and with some the totally possible can become virtually impossible. Any TF could be done by any balanced team mix. So why aren't they getting done? Maybe it's that bubbler that constantly for several minutes at a time forgets to bubble and hates people reminding them.

Some people deserve the level of support that they provide sometimes but it may not be the way you wish to play. If your unhappy playing log out. The game should be about fun however on TFs it's a last minute resort.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I kind of have to comment on the Superscout scrappers, because I am one. I do sometimes jump ahead of a slow tank. Not saying you are slow, but whatever the case is, if the scrapper runs off and gets melted, who cares? As long as they don't aggro a bunch of crap that wipes the team. Some people play the way they play and that's it.

I have a certain group of people I do tf's with and that's it. Maybe something of that sort would benefit you. Find a group you like and do whatever makes ya happy.


 

Posted

Quote:
Originally Posted by Doctor_Xaxan View Post
- Caltroppers who use their powers for evil.
Yeah, there's a few powers that are mostly/entirely bad news in the hands of SOME players. I think a lot of people have never played a tank, or teamed with one much, and simply don't understand how aggro works. An explanation is often useful, particularly if you don't say: "Stop doing that." but instead say: "Your caltrops would be even more effective if you did this."


Quote:
- Fire/kin trollers who want to tank. They have nothing keeping critters specifically angry at them, so the moment someone else does more damage (say, for instance, a blaster, whos job it is to do more damage than controllers, if I'm understanding the game correctly), they catch aggro and get hosed.
More often, in my experience, the enemies are all dead before they have a chance to become a problem. A good fire/kin can lock down an 8-man spawn and kill most of them singlehanded. Add a single blaster, and nothing will live long enough to be a threat. Like the previous item, if the player is NOT skilled, then you have a problem.


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- SuperScout Scrappers (tm). "I can do all of the damage of a scrapper and I have soft-capped defense. Lol! I'm a scranker!" Enough said, I think.
It's a scrapper thing. "Feel free to run ahead and die. Toodles!"


Quote:
If there's a way to say "I go first, not you" without sounding like you're butt-hurt and petty, I haven't found it yet.

In all of these cases, which have come up several times for me, a simple "please don't" didn't suffice. In one Fire/kin instance, I left a task force mid-run because the player wouldn't stop, and didn't respond to any of my /team comments or requests. I got rage-tastic tells from multiple people in the TF telling me that it was bad sportsmanship to bail on a TF because of my ego, and that they wouldn't be able to finish because they needed me to tank Romulus.
Ironic when we look at the last sentence of the previous paragraph and your actions here. It sounds to me like YOU got butt-hurt and quit that team in a snit. Regardless of motivation, my opinion is that YOU were in the wrong. One person annoyed you so you bailed and screwed over the entire team. Not cool.


Quote:
I'm really just looking for general feedback on these situations, and how to deal with them when you don't have access to the Kick button. I love this game, and the kind of team infighting that occurs because of this stuff is really the only thing that causes me to enjoy it less.
Develop a thicker skin or stop doing PUG's. A certain percentage of the game population are nimrods. Accept it and deal with it calmly.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
Ironic when we look at the last sentence of the previous paragraph and your actions here. It sounds to me like YOU got butt-hurt and quit that team in a snit. Regardless of motivation, my opinion is that YOU were in the wrong. One person annoyed you so you bailed and screwed over the entire team. Not cool.
I appreciate your candor.

A couple of things regarding that particular instance:

- I wasn't having fun. I don't know many tankers who have fun when relegated to plinky melee DPS.

- People were, in fact, catching aggro and dying. not the fire/kin, but others in the team. Yes, it's their fault for going with the fire/kin and getting wasted. In a lot of cases, it was an issue with spawns being close together, which is where the weakness of fire/kin tanking starts to become evident.


I understand your point of view, and I realize why leaving TFs is considered taboo. But at what point does a person have a right to leave if they're not having fun, and not being allowed to perform their role? That's a serious question, not a rhetorical one.


 

Posted

Quote:
Originally Posted by Pure_Massacre View Post
I kind of have to comment on the Superscout scrappers, because I am one. I do sometimes jump ahead of a slow tank. Not saying you are slow, but whatever the case is, if the scrapper runs off and gets melted, who cares? As long as they don't aggro a bunch of crap that wipes the team. Some people play the way they play and that's it.
I wouldn't complain about something just on principle -- I probably should have been clearer about that in the OP. All of the examples I gave have resulted in people dying.

Again, if I'm the team leader, I just kick people. But if I'm tanking and -not- team leading, it causes more angst.


 

Posted

I once was on a team with a stormie that had hurricane on, and me on follow.

Then he complained that I kept getting the team killed, and that I needed to learn to Tank better. I really wanted to reach through the computer and punch him. Luckily, the team leader saw what he was doing, and eventually kicked him.

Sometimes, people are just dumb.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Pure_Massacre View Post
I kind of have to comment on the Superscout scrappers, because I am one. I do sometimes jump ahead of a slow tank.
I happily am a slow tanker. I'm a mother bear, not a rogue male. Rather than rush ahead to the next spawn, I always have a weather eye out for ambushes, control escapees, getaway mobs.

If I'm needed to take point, I will. But if a scrapper wants to run ahead and eat an alpha, just makes my life easier. They'll either die or they'll live and maybe kill something. I know my scrappers can take it. Maybe yours can too. I will live picking up the pieces. And I'll have more fun knowing I'm keeping the defenders, controllers, and blasters alive. They're helping keep me alive as well. The leapfrog scrapper is just keeping things interesting.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Superscout Scrappers brings up something entirely different to me. I once was tanking for a team in the Hollows and we had two scrappers. One of the scrappers had Invisibility, or Stealth, or somesuch, and would run through the mission to find the boss/glowie/objective and tell us all where it was, and then he/she would wait for the team to get there.

This guy didn't go all lonewolf scrapper, he didn't even fight when we finally got there, he just sat there invisible. His response: "I'm a scout."

Needless to say, I ditched that team since they seemed to appreciate his help.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Doctor_Xaxan View Post
I appreciate your candor.

A couple of things regarding that particular instance:

- I wasn't having fun. I don't know many tankers who have fun when relegated to plinky melee DPS.

- People were, in fact, catching aggro and dying. not the fire/kin, but others in the team. Yes, it's their fault for going with the fire/kin and getting wasted. In a lot of cases, it was an issue with spawns being close together, which is where the weakness of fire/kin tanking starts to become evident.


I understand your point of view, and I realize why leaving TFs is considered taboo. But at what point does a person have a right to leave if they're not having fun, and not being allowed to perform their role? That's a serious question, not a rhetorical one.
I think your first problem is thinking that people have roles on teams. :P

This is CoH, not WoW.

Yes, you as the tanker will hold aggro better...seems like the Fire/Kin was doing just fine...the problem it would seem was the other teammates dying.

They should of stayed with you.

Bad form to quit a TF mid TF. But as you said, you weren't having fun.

Now personally, I've beaten the ITF many times without a tank, I don't see why your team couldn't...

That said, nothing wrong with being a damage dealer for awhile, even if you're not the highest damage dealers on the team.

Or are you one of those tanks that grabs the first attack, the AOE, and Taunt, and consider yourself done with your secondary?

If your that...not saying you are...they were better off without you...that's as bad as the Defenders who don't grab any attacks (in fact, just the other day I ran with a level 50 Empathy/Archery Defender...had Snap Shot. Didn't even have Rain of Arrows! The nuke that wouldn't hurt them at all!).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I think your first problem is thinking that people have roles on teams. :P

This is CoH, not WoW.
If people weren't meant to have roles in teams, there wouldn't be Archetypes at all. I'm fine with tanking scrappers, tanking trollers, tanking masterminds, etc. Whatever gets the team through a challenge smoothly -- by all means, do it.

Again, the reiterate this in a different way: I've never gone off the handle at, say, a scrapper who took point and everything went fine.

Quote:
Originally Posted by BrandX View Post
Or are you one of those tanks that grabs the first attack, the AOE, and Taunt, and consider yourself done with your secondary?
I can't figure out if I'm more surprised that you'd ask this of someone without any reason to think they build this way...

...or that people actually build this way.


 

Posted

Quote:
Originally Posted by Doctor_Xaxan View Post
I've never gone off the handle at, say, a scrapper who took point and everything went fine.
Too few scrappers can properly take point I find. They may point a nearby group if they like but I wouldn't as other people expect them to maintain aggro.

If a Tanker moves in then its often safe to unleash hell. As a Tanker I don't tank off of other scrappers unless it suits me ie they're killing the anchor long before we finish the rest of the group.

They are there to take some of the damage some of the time especially if its a niche enemy. They are free to charge into a group or an inevitable 3 group ambush but they won't always recieve the teams help. The team may think "We'll watch stupid go" and not do a charge of the light brigade before taking out a group at a time.

Some tanks are clean up and move on, in which case someone else as a scrapper can be a a quick point, making a nice set up of the next group of npcs and being saved by the team just in time. Sometimes a Tanker would shoot off and prepare the next set of NPCs tight for the teams arrival and the Scrapper would hang back for cleaning up. Whatever fails people should learn not to repeat.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by BrandX View Post
I think your first problem is thinking that people have roles on teams. :P

This is CoH, not WoW.
At least you can tell the difference between games. So you got half of this little segment right. CoH is indeed not WoW. Yes. Players do have roles on teams. Yes, Players should attempt to play their roles on teams.

Yes, multiple players on this forum do not like being told that they are bad players and outright dangerous for playing like idiots. Case in point, stalkers that try to land continuous and consistent melee damage rather than stalking. Controllers that try to play in scrapper range. At some point players have to be told what they are doing is wrong... and too many players honestly believe that there is nothing that can be done in the game that is wrong.

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Yes, you as the tanker will hold aggro better...seems like the Fire/Kin was doing just fine...the problem it would seem was the other teammates dying.

They should of stayed with you.
I would have a very different viewpoint. I'd be asking why the Fire / Kin wasn't staying with the group and passing out SB and ID. A team that is on crack and haz mez protection can plow through enemies a lot faster than a simple fire / kin leading on their own.

And no, this isn't up for debate, so don't even try it. This is established fact, get over it.

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Bad form to quit a TF mid TF. But as you said, you weren't having fun.
You are both right and wrong on this. Yes, in some cases, it is bad to quit a TF.

That being said, there are cases, such as the one that is described, where the only real option is to one-star everybody else, quit the TF, and promptly warn the server's badge channels not to play with that particular group of players.

You might be surprised as to how quickly players will learn to play properly when they can't get any teams at all.

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Now personally, I've beaten the ITF many times without a tank, I don't see why your team couldn't...
Soooo? What does your personal experience have to do with this particular team? I've been on all defender STF's. I've been on an all Stalker ITF. I've been on an all controller Dr. K. I've been on several different themed groups.

And I've had the pleasure / displeasure of managing the ends of tf's that were lacking people who dropped out. Such as an ITF where the /kin dc'd.

Just because I've been on teams that can do this stuff, doesn't mean that any other team can come along. We don't know the slotting. We don't know the rest of the team make-up. We don't know what sort of buffs / debuffs they had.

So it's not really surprising to find an ITF team that relies on a tank to hold aggro.

Quote:
That said, nothing wrong with being a damage dealer for awhile, even if you're not the highest damage dealers on the team.

Or are you one of those tanks that grabs the first attack, the AOE, and Taunt, and consider yourself done with your secondary?
So, you finally ask a question, and instead of asking about what was going on with the team, you ask about the players particular style.

I'm about to be highly offensive when I say this BrandX, but I think the original Poster has a better handle on being flexible on a team than you do.

Quote:
If your that...not saying you are...they were better off without you...that's as bad as the Defenders who don't grab any attacks (in fact, just the other day I ran with a level 50 Empathy/Archery Defender...had Snap Shot. Didn't even have Rain of Arrows! The nuke that wouldn't hurt them at all!).
And... where you going somewhere with this little segment? Or is it just a tangent to relate how you've interacted with other players?


 

Posted

Quote:
Originally Posted by je_saist View Post
At least you can tell the difference between games. So you got half of this little segment right. CoH is indeed not WoW. Yes. Players do have roles on teams. Yes, Players should attempt to play their roles on teams.

Yes, multiple players on this forum do not like being told that they are bad players and outright dangerous for playing like idiots. Case in point, stalkers that try to land continuous and consistent melee damage rather than stalking. Controllers that try to play in scrapper range. At some point players have to be told what they are doing is wrong... and too many players honestly believe that there is nothing that can be done in the game that is wrong.

I'll start then.

You are wrong. All of the above is just flat out generalizing and therefore wrong.

Glad I could be of service.


 

Posted

Doctor Xaxan, here's my take on the situations you describe:

1) I've never encountered someone horribly misusing caltrops. Oddly enough, I can't even recall ever tanking on a team with someone that had the power. So on this I can't comment.

2) My usual solution is to in fact hang back just long enough for the fire/kin to actually eat the alpha. One of two things will happen: they will faceplant and I'll pick the spawn back up, or they won't and I'll just pick the spawn up anyway. Of course if they absolutely refuse to learn, I'll one star them and never team with them again. Problem solved.

3) Superscout Scrappers: I let them die or not, as their own ability dictates. I will grab the aggro after they're gone, same as with the fire/kin. If they don't die, the team is just moving a little faster.

4) Big Ego tanks: If the other tank really really really super duper really wants to take point, I let 'em. But I keep an eye out for any issues and take up the slack if I have to. If they annoy me enough, they get the 1 star treatment as well.

I have to agree with the others that I probably wouldn't bail on a TF. I've been on some absolutely horrific ones that, amazingly enough, got all better once one or two "key" people left. On a regular mission team though, I will definitely find something else to go do pretty quickly.


 

Posted

This sort of problem is everywhere, because people tend to overestimate the effectiveness/necessity of their powers.

I once tanked for a team with an FF/Rad defender. We were doing a Freakshow mission when I made a miscalculation and aggroed two large spawns - enough to put me over the aggro cap. The 'fender had the bright idea of turning on Force Bubble to repel the enemies. This would have been a great save except that 1) the entire team except for him was scrappers and tanks, 2) rather than pushing the enemies into a corner, he just drove them in a line down the hallway, 3) he would then run up (I think he was trying to use short-ranged Cosmic Burst), which ended up pushing the mob further down the map and into the next spawn, aggroing even more enemies and causing a near-teamwipe.

He was so earnest and obviously thought he was doing a good job, excitedly pointing out that he was keeping the scary Freakshow away from us, but when he disconnected the team agreed that we were better off without him.

It's also human nature to be unhappy if you sink time and influence into playing a particular "role" well, and then you get on a team where it's unnecessary. So you sometimes see people insisting on trying to tank even in situations where they can't do it well, even when there is another player who could do it better, because they've invested in their team tanking build and want to use it (I have no idea why the tanking "role" seems to draw this mentality the most, versus damage/support).


 

Posted

Quote:
Originally Posted by brophog02 View Post
I'll start then.

You are wrong. All of the above is just flat out generalizing and therefore wrong.

Glad I could be of service.
Really.

Prove it.

Only you can't. But I can quite easily state, and prove what I said.


 

Posted

Quote:
Originally Posted by je_saist View Post
At least you can tell the difference between games. So you got half of this little segment right. CoH is indeed not WoW. Yes. Players do have roles on teams. Yes, Players should attempt to play their roles on teams.

Yes, multiple players on this forum do not like being told that they are bad players and outright dangerous for playing like idiots. Case in point, stalkers that try to land continuous and consistent melee damage rather than stalking. Controllers that try to play in scrapper range. At some point players have to be told what they are doing is wrong... and too many players honestly believe that there is nothing that can be done in the game that is wrong.



I would have a very different viewpoint. I'd be asking why the Fire / Kin wasn't staying with the group and passing out SB and ID. A team that is on crack and haz mez protection can plow through enemies a lot faster than a simple fire / kin leading on their own.

And no, this isn't up for debate, so don't even try it. This is established fact, get over it.



You are both right and wrong on this. Yes, in some cases, it is bad to quit a TF.

That being said, there are cases, such as the one that is described, where the only real option is to one-star everybody else, quit the TF, and promptly warn the server's badge channels not to play with that particular group of players.

You might be surprised as to how quickly players will learn to play properly when they can't get any teams at all.



Soooo? What does your personal experience have to do with this particular team? I've been on all defender STF's. I've been on an all Stalker ITF. I've been on an all controller Dr. K. I've been on several different themed groups.

And I've had the pleasure / displeasure of managing the ends of tf's that were lacking people who dropped out. Such as an ITF where the /kin dc'd.

Just because I've been on teams that can do this stuff, doesn't mean that any other team can come along. We don't know the slotting. We don't know the rest of the team make-up. We don't know what sort of buffs / debuffs they had.

So it's not really surprising to find an ITF team that relies on a tank to hold aggro.



So, you finally ask a question, and instead of asking about what was going on with the team, you ask about the players particular style.

I'm about to be highly offensive when I say this BrandX, but I think the original Poster has a better handle on being flexible on a team than you do.



And... where you going somewhere with this little segment? Or is it just a tangent to relate how you've interacted with other players?

hahaha...me not flexible on teams. Pffft.

I'm so flexible, I upset a SG member on how flexible I can be.

Getting what others consider a terrible team makeup, and making them work.

An aggro holder isn't needed. It's not. Someone who can take the alpha is great. After that, a decent team should beable to handle the rest.

Have you even played a stalker? I don't know about you, but when I team with my stalker, the teams move fast. To fast, to use the let me rehide, assassin strike, placate then run away method.

No. On a fast moving team, the stalker needs to beable to stand in melee and duke it out. Or else they're not contributing all that much.

In fact, with my main stalker, every team I've been on since lvl 20 (at least) hasn't even given me time to rehide to use Assassin Strike every spawn. That's how fast the teams were moving.

Spawn...dead...Spawn...dead...if I didn't stay in melee and just fight it out, I wouldn't have contributed nearly the same amount to the team as I was doing.

Do you really think a team like that, wants to wait for the stalker to Assassin Strike every boss in the spawn?

When I look for a tank, I'm just looking for someone to run into the mob first, when I'm on my squishy. If they hold aggro, that's just gravy. But then, I don't worry about it if things fall apart. Cause 99% of the time, when things fall apart, they can be worked out with the team at hand, with a bit of team work (this is of course assuming, people know how to slot their powers decently, and know how to use their powers/powersets).

As to my last message. I was merely replying to the OP. I'm pretty sure I was bit tired, so it might of come off a bit wrong, but I was not trying to be offensive at all to the OP. I was asking questions.

What type of tank is he? Then I asked if he was a certain type.

I asked it the way I did. Because the tanker specifically said he didn't like being a piddly damage dealer for teams (he may of phrased it differently, but that's what it came down to...as I read it anyways).

That to me sounds like "I picked Taunt, the AOE Power for more taunt, and that power I HAD to grab anyways."

I added the Defender analog because quite frankly, I have a tendency to side track, and that type of tank reminds me of that type of defender. Seeing as how I've seen alot of those two types around lately (more with the defenders, but enough with the tanks to make me cry)...I happened to mention it.

As for his team...sounded like the Fire/Kin had the star, the tanker didn't, the team was following the star holder, instead of the tanker. The Fire/Kin was holding their own, the rest of the team however couldn't handle the lose aggro that the tank could of covered for.

SB is nice, but when I have my end recovery handled, I personally, don't go pesting the /Kin for it. It's nice to have. REALLY NICE! No denying. It gets those AOEs up more often. Get's those big hitters up more often.

The difference here. I assume the /Kin could be SBing the team and still moving fast, while the you assume the /Kin wasn't SBing and just moving fast.

Increased Density I forget about, just because I don't see many /Kins take it. And lately in fact, alot of the trollers I've teamed with, werent even taking the team buffs. Was ona team the other day with a /Cold Troller, /Force Field Troller, /Sonic Troller, and /Thermal Troller...4 trollers on one ITF team...my frist thought...okay, this team will be flying...

To my dismay, not a single one of those trollers had the team shield buffs. My jaw dropped.

I don't tell people how to play on my team, so I didn't send them messages going "OMGWTF" I went with it.

Okay, I mentioned on my SG OOC channel, how was it I could be teamed with these 4 types of trollers, and not one of them had gotten the team buffs.

One left before the ITF started...and replaced by one of my favorites...Dark/ Defender. But alaas...it's late...and I'm doing it again...and sidetracking.

*shakes head*

My point is...what makes you think the Fire/Kin even had SB, and the even less likely ID to put on the team in the first place? :P Or that he wasn't spamming it on his team before charging ahead?

He also asked for suggestions. I thought I made it pretty clear in my post (maybe I didn't?)...my first thought, go the damage dealing route. If the team kept dying, but he and the Fire/Kin werent, and everyone seemed fine with it. SMASH SOME BADDIES! Or run ahead of the Fire/Kin and absorb that alpha, when he gets there and locks them down, head to the next group and get them riled up.

All this said, mind you I run ALOT of TFs. So seeing someone quit, when usually it isnt as bad as they think...

"We died twice! We won't make it! I quit!"

"We lost so and so member, we won't make it! I quit!"

...is what I find kills more TFs, than a few team wipes along the way. *note: when I say a few...I mean ALOT. Been on ITFs, where the team was dieing left and right, then the team got to the AV and knocked it out fast and quick.

***QUICK EDIT*** Actually...I DO understand the concept of CoH teaming. CoH teaming doesnt require the use of a specific AT. CoH teaming doesnt require a dedicated healer, buffer, damage dealer, aggro holder, or control AT, at all!


BrandX Future Staff Fighter
The BrandX Collection

 

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Originally Posted by je_saist View Post
Yes, multiple players on this forum do not like being told that they are bad players and outright dangerous for playing like idiots. Case in point, stalkers that try to land continuous and consistent melee damage rather than stalking. Controllers that try to play in scrapper range. At some point players have to be told what they are doing is wrong... and too many players honestly believe that there is nothing that can be done in the game that is wrong.
There's absolutely nothing wrong with Stalkers scrapping it out for constent Melee damage on a team. There's also nothing wrong with a controller who is built to do so playing in Scrapper range. It's the whole purpose of my Fire/Rad controller (and my Kin/Elec Defender as well).

Of course there are things in the game which are wrong (or rather hinder rather than help the team). But the two examples you've chosen above don't particularly rank amongst them.


 

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Originally Posted by je_saist View Post
bile
Please stop talking about stalkers as youseem to be completly oblivious as to how they work judging from this post and another post in the stalker forum.
Also "outright dangerous"???


 

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Originally Posted by TRTerror View Post
Please stop talking about stalkers as youseem to be completly oblivious as to how they work judging from this post and another post in the stalker forum.
Also "outright dangerous"???
To be fair I wouldn't really want to be teamed with a Stalker who isn't outright dangerous

In fact 2 weeks ago or so I did. I teamed with a Stalker who had the complete Medicine Pool and Team TP. They spent more time hanging back, doing corpse TP duties and Rezzing than fighting. It was rather weird. I sent a Tell to the Team Leader, just saying "Hey, have you noticed our Stalker seems to be a Medic rather than a Stalker?" and the Stalker eventually starting meleeing away with the rest of us, so I assume the Leader sent them a gentle tell encouraging them to start scrapping it out with us.


 

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Originally Posted by Laevateinn View Post
(I have no idea why the tanking "role" seems to draw this mentality the most, versus damage/support).
Most likely because the Tanking role is a primarily single occupation where as 2 support/damage dealers can work in tandam easier.

To the OP, generally I would just let people get on with it, if the team is going well then what does it matter, just get in there and mix it up. If the team is dying, but you aren't, just have a chuckle to yourself, and make jokes at their expense as you stand there cleaning up after.


 

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Originally Posted by Heraclea View Post
I happily am a slow tanker. I'm a mother bear, not a rogue male. Rather than rush ahead to the next spawn, I always have a weather eye out for ambushes, control escapees, getaway mobs.

If I'm needed to take point, I will. But if a scrapper wants to run ahead and eat an alpha, just makes my life easier. They'll either die or they'll live and maybe kill something. I know my scrappers can take it. Maybe yours can too. I will live picking up the pieces. And I'll have more fun knowing I'm keeping the defenders, controllers, and blasters alive. They're helping keep me alive as well. The leapfrog scrapper is just keeping things interesting.
To each their own. I can remember multiple times that I have stopped teamwipes by being a "rogue male" and obliterating an ambush that caught the team unawares. And yes, I eat alphas whenever needed and survive. I am not saying that it is always wise for a scrapper to go all scrapperlock, but it isn't always the best move for a tanker to just play mother-hen. If a spawn dies, what does it really matter?