Old.
Agua,
Communication in a scrim or match is pretty much chatter the entire time. It's no exaggeration to say any relevant things get called out. It really just isn't practical in pubs because there's just so many people. As a rule of thumb, I think people in pubs should call out: Enemy sentry locations, spies, ubers. Maybe you can toss in some other obvious stuff too.
Getthere,
I think people should call out as well. Hell, calling out anything to make everyone more aware should just be standard modus operandi--my one concession is that people should be respectful of conversations going on since it is a pub server. Yet, even in pub games, I've started just saying the class(es) and where they are attacking from. I bet more people mute me just because I communicate all the time (read as: blather on incessantly). I've also developed that habit of asking where people are when I respawn (in smaller games). It's "easier" on the no crit server because the pace is just a little slower and you have to, let's label it, spam more selectively.
SAS has a colour-clock system that I've always wanted to implement. I haven't been able to figure it out completely, but basically there are four colors that correspond to quadrants of a location and then you supplement that with the "o'clock" system to communicate where the targets are.
I've noticed that keeping things short and sweet works when people are doing it. It would seem that having identifiers for landmarks helps a lot. I find myself stumbling over words trying to say at point "X" this and that are there/coming.
Another thing I've noticed from competition players is that they attack and retreat together...they wait for each other if need be. Teams get rolled when they charge one at a time into pockets of 3-5 enemies. On the pro rotation server almost everyone is new. I'm doing my best to instill good practices there when I'm playing and if I see a bunch of regs/comp players on one team, I go to the other team to see if I can keep the rolling to a minimum. 1) It's a challenge and 2) as frustrating as it can be, I like to play against people who are better than me. But trying to get "pub kids" to work together has been exasperating. I'm amazed at how many people will just tell you to "fuck off" or say "don't tell me how to play." I know I should expect it, but jeezus people...really? There are some new folks who "get it" and that has been rewarding.
Some people might say that I take things to seriously, but to be honest, it's more relaxing for me to actually communicate and have a good game rather than waiting for the roll.
The hardest thing is when the server is down to 6v6 or 8v8 and people just spawn and run. And granted, I know its pub culture to play whatever the hell you want, but there should be a disclaimer that if there is a better way to do things and you're not doing them, you don't get to complain. No crying stacking, no whining about your "shitty" team. If you don't do what it takes to win, you don't get to baaaaaawwwww (like I'm doing now).
/rant
Any of this on track?
I think the biggest thing would you to just start your own team so you can see what they are talking about firsthand instead of arguing with them about something you have no experience with.Originally Posted by Agua
Originally Posted by Adder
Get over yourselves. Playing comp is not that hard, at all. I played something similar in another game(Guildwars) and it was 8v8. 6v6 would not be that hard to get down contrary to popular belief. Less people to keep track of imo. Playing comp simply requires dedication, time, and skill, nothing more.
(Our rank was around 200)
Again, play comp in TF2 before talk like you know everything please.Originally Posted by Furious
Agua, the problem is that people just aren't willing to take pubs that seriously. A color clock system really isn't necessary because there's rarely a place you're holding that has more than 3 or 4 choke points, not to mention any team will go over naming different parts of maps just to make sure they're all on the same page. Classes and where they're attacking from is all well and good but its too much to keep track of with so many people. If you want to comm that bad, just focus on immediate threats or classes with medics pushing forward. And yeah good teams will attack and retreat together. It's rare on pubs you see people retreat at all.
When you really boil everything down though, it's still a public server. Some people don't want all that. Some just want to hadouken people, or go heavy boxing, or shoot dudes with flares, or play whatever they want. Just as long as you don't have some kind of expectation of everyone cooperating on a pub then you're fine.
If it's so easy, feel free to get 5 of your friends together and try it, though judging by your previous posts, finding 5 friends might be tough for you. TWL is still preseason and the CEVO OCZ tourn is taking signups. CEVO will be rolling around soonish. I agree it takes time, dedication, and skill, but those traits are a large generalization of a lot of things a team needs. And fuckin lol @ thinking Guild Wars will relate to TF2. GL if you try but I expect an answer like "I don't want to compete but I would totally kick ass if I did."Originally Posted by Furious
Originally Posted by getthere1tme
Actually, I've been with the same guild for over 4 years now. Started in Guildwars, moved on to WoW etc. And are you actually saying skills that you pick up in other games do not transfer? Are you really that stupid? Tactics wise Guildwars is superior to TF2. The same micro management/leadership skills can be applied to TF2. Saying that they dont is just foolish. Oh and about trying comp tf2 out, why bother? You get absolutely nothing out of it, whereas in other games there are actual substantial cash rewards.(100k in Guildwars) That and my guildies do not play tf2 anymore, they did but only briefly, they moved on to Warhammer Online which I dont play.
I don't think you can compare a rpg with a fps either
While I believe some skills do cross over, whether from other games or real life experience, it's obvious that playing style is not the same.
Success in any venture comes from doing things correctly and with high quality. High quality only comes from time and dedication. If you pursue success, it is elusive. If you pursue excellence, success follows you (if luck be on your side).
This discussion is less about easy/difficult, better/worse, but more about mining information as a reference for future players who might want to cross over into comp play.
Adder (et al), what, in your experience, is best way to form a team and what qualities do you look for in team mates? Criticisms with suggestions are always more helpful.