- gamertag: [none]
- user homepage:
Posted by: chrishans
I intend this as constructive criticism, so please don't take offense to the things I say.
First, Clink's DMR was terrible. The guest's DMR was considerably better, but Clink's DMR isn't going to win him any individual battles against any semi-competent players (unlike the retards featured in that game running around aimlessly, charging in a straight line, etc). I point this out because someone who abuses the jetpack AND has a good DMR is a huge nuisance to deal with-- but without a good DMR, a jetpacker is just a flying free kill. Think of it this way: if you're jetpacking straight up in the air all over the map like he was, you get the ability to put shots into opponents from a much greater distance... at the cost of any possible cover or strafing you might have otherwise used to dodge shots. So if you're giving up your ability to dodge shots, you really need a good DMR to compensate. Your opponents in that game weren't smart enough to turn his jetpacking into any sort of liability (extensively using more cover, especially since he was using jetpack+needler, or better yet absolutely no one in the game ever picked up the sniper!).
Further, I didn't like your teammate's jetpacking anyway. Compare it to any Arena high-Onyx gameplay to see the difference. Your teammate jetpacks much higher than necessary to spot the opponents, and he never once uses any of the pillars and such as cover while jetpacking (granted, against brain-dead opponents he didn't need to, but this is the kind of mistake that will cost you against better players). Compare it to Onyx-high gameplay on Arena: on Reflection, for instance, people would often jetpack on top of those pillars around Top Ring and put shots in players at Snipe Spawn. If a player on snipe spawn got too many shots into the guy on top of the pillar, he would simply step backwards so that he falls directly behind the pillar (and thus the enemy couldn't put any further shots in him as he was falling back down to Top Ring). Then, the Snipe Spawn player has to place an incredibly accurate nade landing just behind the pillar in order to finish the kill. It's incredibly frustrating if you're a team with map control and the opponents simply use jetpack to break your setup, and this is exactly what jetpack should be used for.
Lastly, just a general note on map control, especially for Select. One thing that would help your "teamshot" would be to have a better understanding of where the enemy will respawn after you kill them. Instead, you guys went to top mid and then would look 360 degrees around the map, waiting for your opponents to reveal themselves. If you were playing opponents closer to your skill level (or better), giving up the first shot like this (since they always knew you guys were top mid) would end up costing you. First, very rarely on Select will an enemy spawn on your side of the map if you guys are both Top Mid (or one guy is Top Mid and the other is in their base), though this will happen more frequently on a level like Asylum. Second, one way to better force spawns on Select is to keep on guy Top Mid and have the other one in the very back of their base (either top mid of their base or near that back health pack). This will cause enemies to respawn on either Purple or Green side, at which point the guy Top Mid is in an advantageous place to put shots (if he gets weak, simply step backwards out of sight, and the opponent has a long way to run in order to chase you) and the Top Mid guy can call out which side the enemy is on so that the guy in the back of their base can converge on them, and they'll likely have their backs to this player, giving him the first shot or two. If you do practice this strategy, rewatch the game in Theater to see where they respawn so that you can get an idea of the spawn locations, since it's too hard for me to describe in text here. But once you have an idea of exactly where they will span, it'll make it much easier to predict (and check) where the opponents are spawning.
P.S.: [MLG] ZB >>>> bloom by a mile, and this is coming from a former Arena tryhard. Accuracy in ZB comes from only the accuracy of your reticle. Accuracy in bloom comes from the ability to abuse bullet magnetism while spamming shots (using a quick sweep or circular motion of the reticle over their head when they are one-shot, not the ability to pace your shots. I had a good DMR in Arena back in the day only because of this practice and not because I was especially talented at aiming the reticle, so opponents that actually were aiming a bloomed reticle at my head would miss, whereas I would not.
Good luck with your tournaments.
Edit: sorry, one thing I forgot to mention. On Select, against good opponents, you don't really want to be out in the open in Top Mid when you're DMRing opponents in their base. First, they have a lot more cover to duck behind if they need it (their mohawk, the walls in the front of their base, etc) while you don't. In this situation, you want to use the ramps leading to Top Mid on either side-- for one, they can only see the top half of your body, and two, it's easier to duck or drop back to cover from one of the ramps than it is if you are out in the open in Top Mid.
Thank you for the informative insight. I'll make sure Clink is able to see this. He's very very open to constructive criticism, and he'll be glad for the advice.
I would also like to note that it was the first time either player had played the map, so weapon and player spawn areas were unknown at the time.
Posted by: YodasCurd
What a horrible DMR shot... I stopped watching 60 seconds in...
Then you missed the somewhat better player's point of view. I recommend watching both halves so you can compare playstyles.
[Edited on 04.30.2012 12:56 PM PDT]