Angry players and stress projection...

General discussion of the Project Reality: BF2 modification.
Trekkie
Posts: 103
Joined: 2014-03-07 07:59

Re: Angry players and stress projection...

Post by Trekkie »

Whenever I play co-op I pick up bad habits :-( but when the only people with the guts to grab some assets or be a squad lead or make a real move are either the ultra leet peeps or total jokers... that's when it sucks. Like me I'm a perfect example of someone who lets my lack of experience stop me from squadleading during games where I could do way more good as a squadlead than a rifleman or medic or whatever else I'm doing... but I know somebody's gonna yell at me for some reason, and so I avoid the responsibility... but it's just responsibility in a game and anyone who gets down on me for screwing up, I've got to pretend it's all part of the fun, not take it personally and stuff. But I think there's a lot of avoidance of responsibility that keeps players out of the roles that would make them happy.
Ranzpirat
Posts: 225
Joined: 2012-11-11 23:54

Re: Angry players and stress projection...

Post by Ranzpirat »

There will be a moment where you realize that angry people on the internet should not hold you back.

If you want to squadlead: DO IT. If people give you shit (in your squad) tell them to either comply or leave. If other squadleaders give you shit: ignore them. If they are not helping out they are not better (gameplaywise) in any way.

BUT if you feel bullied don't hesitate to let the admins know. On most servers you will get into trouble for trolling, but not for beeing new or willing to learn!
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Danger_6
Posts: 294
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Re: Angry players and stress projection...

Post by Danger_6 »

A tip for those that are thinking of SLing and those that already do: Ask yourself what you are doing for the team every time you make a new action or take a new course.

You can also ask for suggestions for what your squad can do from commanders or other SLs. But make sure they are the competent ones first (check their squad KD, if it is below 1.0 drastically then don't even bother talking to them).

And FFS defend once in a while, it can be surprisingly fun sometimes. If you don't have the patience to defend then imo you shouldn't be playing this game.
The wine was in and the wit was out!

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Jutsch
Posts: 342
Joined: 2014-04-22 14:54

Re: Angry players and stress projection...

Post by Jutsch »

Danger_6 wrote:A tip for those that are thinking of SLing and those that already do: Ask yourself what you are doing for the team every time you make a new action or take a new course.

You can also ask for suggestions for what your squad can do from commanders or other SLs. But make sure they are the competent ones first (check their squad KD, if it is below 1.0 drastically then don't even bother talking to them).

And FFS defend once in a while, it can be surprisingly fun sometimes. If you don't have the patience to defend then imo you shouldn't be playing this game.
I actually enjoy defense situations very much
Jevski
Posts: 397
Joined: 2007-03-16 02:39

Re: Angry players and stress projection...

Post by Jevski »

It should be the squad with the most deaths that defend. Many dont know that each time you kill an enemy while defending, you get 1 sec. less spawn time.
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: Angry players and stress projection...

Post by HunterMed »

Danger_6 wrote:
You can also ask for suggestions for what your squad can do from commanders or other SLs. But make sure they are the competent ones first (check their squad KD, if it is below 1.0 drastically then don't even bother talking to them).
disagree...

k/d ratio is really not any indicator on teamplaying or good or bad squadleading alone. maybe one of many. But the k/d ratio should definitely not stop you from talking to them. just as obvious example: 1 squad defends a flag alone.. of course their k/d might suck because the whole enemy team is attacking them...

In a battle one side will have more deaths and less kills. Still the team with less kills can easily win.

I would rather take the position on the map, beside mumble comms of course, as the main indicator if you are looking for a quick way to determine teamwork capability.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Angry players and stress projection...

Post by matty1053 »

I get pissed a lot of times at players that constantly hog the same asset, over and over again. And that suck at it, or do not communicate with the team at all.

But, I don't go crying about it. Sometimes I tend to just have my squad surround the vehicle they are using, so they can't move anywhere.

If you don't like the squad leaders, then don't play in their squads.

(I can admit, when I am squad leader... I get more pissed then I do as a non-sql.)
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Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Angry players and stress projection...

Post by Fir3w411 »

matty1053 wrote:I get pissed a lot of times at players that constantly hog the same asset, over and over again. And that suck at it, or do not communicate with the team at all.

But, I don't go crying about it. Sometimes I tend to just have my squad surround the vehicle they are using, so they can't move anywhere.

If you don't like the squad leaders, then don't play in their squads.

(I can admit, when I am squad leader... I get more pissed then I do as a non-sql.)
Off topic but if you're not the first 10-20 people to join, you won't play heavy assets guaranteed, unless of course the squad leader opens up or lets you in.
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redman0123
Posts: 155
Joined: 2009-02-27 01:25

Re: Angry players and stress projection...

Post by redman0123 »

I've noticed a lot of new players lately for some reason... Lots of people from the entire spectrum of society. Most of these people don't know "how" to work in a team, and how basic tactical elements of the game such of suppress --> close in and kill work, which seems to be the major issue recently. Oh well... all in due time. All us more experienced players can do is keep truckin' and lead by example. Growth pains hurt!

On a side note: K/D isn't everything. Sometimes the few squadleaders that are keeping the whole show going have many deaths and not much or 0 kills. I'm not the best shot. Someone who has 100 insurgency kills as blufor isn't worth a damn if they are getting them in a remote corner of the map nowhere near the cache.
Jutsch
Posts: 342
Joined: 2014-04-22 14:54

Re: Angry players and stress projection...

Post by Jutsch »

redman0123 wrote:I've noticed a lot of new players lately for some reason... Lots of people from the entire spectrum of society. Most of these people don't know "how" to work in a team, and how basic tactical elements of the game such of suppress --> close in and kill work, which seems to be the major issue recently. Oh well... all in due time. All us more experienced players can do is keep truckin' and lead by example. Growth pains hurt!

On a side note: K/D isn't everything. Sometimes the few squadleaders that are keeping the whole show going have many deaths and not much or 0 kills. I'm not the best shot. Someone who has 100 insurgency kills as blufor isn't worth a damn if they are getting them in a remote corner of the map nowhere near the cache.
I'm playing since ten months, but i can do and understand everything in the game (except jet flying), would you consider me a new player? :(
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Angry players and stress projection...

Post by L4gi »

redman0123 wrote:On a side note: K/D isn't everything. Sometimes the few squadleaders that are keeping the whole show going have many deaths and not much or 0 kills. I'm not the best shot. Someone who has 100 insurgency kills as blufor isn't worth a damn if they are getting them in a remote corner of the map nowhere near the cache.
Only like 2 caches worth of intel, lol.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Angry players and stress projection...

Post by Murphy »

Somewhat off topic but a lot of times when you join an INS match already in progress the Blufor guys have essentially already ruined the round because of all the civi kills. This is a time where KDR is the single most important thing any blufor player can focus on. It can also lead to instant frustration from the leadership as most of the time SLs want to win a match. So for all you people eager to point out when KDR doesn't matter keep in mind there are plenty of times where it is the "make or break" statistic of the round, get your heads out the sand and try to learn the difference.

What better place to vent my frustrations than random people on the internet though?
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Wicca
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Re: Angry players and stress projection...

Post by Wicca »

KDR/Team Coordination.

Sometimes a team that is uncoordinated are scoring kills where they dont need them, allowing the enemy team to spawn on a fob closer to their flag etc.

you need both coordination and good skill to win in PR.
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Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Angry players and stress projection...

Post by Murphy »

[R-CON]Wicca wrote:KDR/Team Coordination.

Sometimes a team that is uncoordinated are scoring kills where they dont need them, allowing the enemy team to spawn on a fob closer to their flag etc.

you need both coordination and good skill to win in PR.
Very true, finding a nice balance between both is going to win your team the round.
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Jutsch
Posts: 342
Joined: 2014-04-22 14:54

Re: Angry players and stress projection...

Post by Jutsch »

[R-CON]Wicca wrote:KDR/Team Coordination.

Sometimes a team that is uncoordinated are scoring kills where they dont need them, allowing the enemy team to spawn on a fob closer to their flag etc.

you need both coordination and good skill to win in PR.
The almighty Wicca has answered my post D:
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: Angry players and stress projection...

Post by MADsqirrel »

[R-CON]Wicca wrote:KDR/Team Coordination.

Sometimes a team that is uncoordinated are scoring kills where they dont need them, allowing the enemy team to spawn on a fob closer to their flag etc.

you need both coordination and good skill to win in PR.
Skill is overrated.

All you need is coordination and a bit luck.
You never want to rely on the personal skill of someone as a SL.
A squad full of mediocre players, who follow orders is more effective then a squad of pro players doing their thing. Pros always now everything better and want to do their thing.
Thats the reason I always squadlead, because I am a smartass and smartasses are annoying as hell.

Back to topic.
Many players will blow off steam while playing and when they play and get even more frustrated because of a bad round they might say many stupid things.
Just don't let it get to you and ignore them.
Or if its too much report them to a admin (I know if the troll is a admin you won't have luck with that).
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Angry players and stress projection...

Post by smee »

There are always someone with something stuck up their butt.

There seems a lot of people that try to play like its call of duty. Or look for the best score. With K :D ratio its not the end all of the battle. Losing a Flag will lose your team (30 tickets). Getting flag rolled will lose you the battle.

Defending will generally be more painful with what gets thrown at you , Mortars, Cas, Grenades etc. But if you hold the flag with a reasonable squad K :D then your rocking. Aim to succeed in the minor points of the battle and it will soon all add up. Get a great team score and know you done your best is all you need to do. I would like to see wasted assets added to the death of the player that would really show the wasters. :)

Now if you where the CAS pilot/tankie with 0:8 kd that would be different.

Happy gamming.
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Danger_6
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Re: Angry players and stress projection...

Post by Danger_6 »

redman0123 wrote: On a side note: K/D isn't everything. Sometimes the few squadleaders that are keeping the whole show going have many deaths and not much or 0 kills. I'm not the best shot. Someone who has 100 insurgency kills as blufor isn't worth a damn if they are getting them in a remote corner of the map nowhere near the cache.
That's not how the mechanics of insurgency works though, even on AAS getting 100kills is incredibly helpful (if you can do it).

Insurgency works on an intel points system. Every insurgent killed is 1 point. To reveal the new cache (except the first one which is revealed after a certain timer) your team must gain 50 points (i think that's the new number?).

And it's hard to get 100 kills in the middle of nowhere when playing insurgency, that's almost a juxtaposition.
The wine was in and the wit was out!

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Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Angry players and stress projection...

Post by Fir3w411 »

Danger_6 wrote:That's not how the mechanics of insurgency works though, even on AAS getting 100kills is incredibly helpful (if you can do it).

Insurgency works on an intel points system. Every insurgent killed is 1 point. To reveal the new cache (except the first one which is revealed after a certain timer) your team must gain 50 points (i think that's the new number?).

And it's hard to get 100 kills in the middle of nowhere when playing insurgency, that's almost a juxtaposition.
Which is why (from what I have read) APC's and CAS won't be able to gain intel points, nor will long range fire coming from Blufor in the upcoming updates.

Seriously, all an APC needs to do is get a good view on the cache room, and just fire endlessly on it and you can't spawn on it, or do anything. I remember this happened on Kokan a month back, the gunner got 40 kills off one cache in the first 10 minutes, which set our round to automatic failure.
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Danger_6
Posts: 294
Joined: 2009-03-28 17:24

Re: Angry players and stress projection...

Post by Danger_6 »

Fir3w411 wrote:Which is why (from what I have read) APC's and CAS won't be able to gain intel points, nor will long range fire coming from Blufor in the upcoming updates.

Seriously, all an APC needs to do is get a good view on the cache room, and just fire endlessly on it and you can't spawn on it, or do anything. I remember this happened on Kokan a month back, the gunner got 40 kills off one cache in the first 10 minutes, which set our round to automatic failure.
That's some pretty cool background information there, thanks, I actually learnt a lot. But on another note, what is your point :D ?
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