HL2: DM | Teamplay case study on caverns [w/ Noah]

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  • Опубліковано 19 бер 2024
  • I am learning teamplay. Which is different from PUG. It is also different from mp_teamplay toggled on and some timer added.
    Without something organized (for example the entire team playing around safe rpg grab, or appointing roles/positions/areas or weapons per players' strengths), the adhoc successful teamplay strat is: callouts and sticking together. And this is what I asked of him, while also learning to be an IGL.
    When he walked out of 'control' without weapons 2 times in a row, I also reminded him of the hint to get weapon after spawn. He is highly capable with a weapon in his inventory, this has nothing to do with individual performance/mechanics. This is decision making. This micro was particularly safe to do with an ally around. In both cases I was there to protect him if anything, and him running 'main' without weapons while I was 'ar2' equaled searching for a 1v2 unprepared.
    Slowly but surely these 3 concepts got implemented. This view might be hard to follow at first, also due to spotting respawns. But I used it to showcase some good moments of working together that would otherwise have gone unnoticed in first person. In a 15 minute TDM game, we went from being tied twice around the 5 minute mark, to 5 frag difference around the 11 minute mark, to virtually double the score in the end.
    Map: dm_caverns_r1
    Date of record: 17Mar2024
    Visuals: r_skybox 0, cl_leveloverview 3.05 for 1920x1080 display res (from Valve's "Level Overviews" dev page)
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