Piss-poor teamwork and general player behavior

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luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
I too am a hardcore arma2 player, and i am also disapointed in the lack of teamwork.

Even in RO, the teamwork used to come naturally; probably because you spent 10min running to the objective, and a death would mean waiting 30sec, and then running for another 10min. People tended to be less reckless.

Here, if you die, then just jog 20sec to the action, and repeat. In fact it's so close you can usually run back and kill your attacker lol.

Countdown is just as awkward. everyone runs off in their own directions, and if your playing it slow then suddenly the round will end.

Meh, just goes to show you that you should buy into the hype.
 
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DAT

FNG / Fresh Meat
Dec 3, 2006
545
159
0
Fort Sill, OK
Give the game a few more months when the newness wears off and all the COD solo types wander away. The game will then shine once more with more cooperative teamplay and less solo Rambo.
 
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DeltaElite121

FNG / Fresh Meat
Sep 12, 2011
123
51
0
There are certainly players who are like that.

But there are also players who just need a little direction who simply don't know any better.

I haven't seen very many of these. Once in a blue moon maybe, but usually they ask if they don't know (like WHAT KEY IS ____ I FORGET) or something of that nature.
 

Giuliano

FNG / Fresh Meat
Sep 6, 2011
727
16
0
29
I don't know about the rest of you guys but the majority of matches I've played have been very teamwork orientated. People have been using VOIP, pointing out where enemy MG's or Snipers are, genuinely following the commanders orders and attacking objectives. I guess it depends on the server...
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,291
1,005
113
Sweden
I agree with the creator of this thread. I mostly blame this:

- The current weaponhandling (I am NOT talking about recoil or sway)
- The retarded child called Lockdowntimer
- Small maps (so small that you may get spawnkilled
- Short timelimit (maximum is about 20min)
- You're not punished in any way for dying (in RO1 you were punished simply because you often had to walk for a long time. In RO2 you can wait for 10 sec to spawn and after another 10 sec you're into the action agian)

RO2 simply works diffrent than ro1. I've tried various times to Run N GuN in RO1 and I have found that a lot HARDER and a hell less rewarding.
 
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nebsif

FNG / Fresh Meat
Apr 12, 2011
371
298
0
+1 for Cyper. Im a PR vet myself btw..

Whats the point of teamwork and coordination when the only thing you can do once you spawn is go forward or find a window to snipe from at the spawn building? No need to think how you approach and objective, sorta impossible to flank anything for real.. all you can do is go forward or camp near spawn.

Telling ur squaddies where an enemy is hiding/sniping from is also a complete waste of time when you can instagib him regardless of range, stance and position with such ease, even a SMG.

The only thing that encourages any sort of teamwork, be it PR lvl tmwrk or the "fake" one like BF3 is capping flags and spamming *use* on LMG guys, while even BF3 awards for suppression, following orders and resupplying/healing squaddies.


Like some1 said in beta (me thinks), they could remove the whole squad system and no1 will notice its gone or miss it..
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
39
0
I have to admit that i dont always vocalize my intentions/actions, due to sound restrains (not game related, but more like wife sleeping in adjacent room) over VOIP.
But in times like that i play only those roles that dont need to talk, just listen.
For instance:
  • Commander/SL/Tank - HAVE to talk;
  • Assault/Engineer/Marksman/MG - should communicate their/enemy positions
  • Rifleman - can quietly follow orders, only need to comm in worst case ("oh s**t, there is 10 members of total 16 of enemy team right her----- BAM" type of deal)

Another thing that TWI could do to help with communication (this has been mentioned before) is improve the chat/messages delivery. Most likely if commander types somethign for the team, hell, anyone writes somethign for the team its pretty darn important TO THE TEAM. It should be somehow signified... Otherwise, noone cares... How many times have i led the team and i say "Heads up, arty incoming, at _____ and _____, press and hold "T" as in Tactical to see its location, stay out of there for next 40 seconds" and then type it up, just to literally WATCH my teammates, run into it after sprinting half the map to get to it....

One of my biggest pet-peevs is commanders/squad leaders not communicating their actions, to each other, and to others.... If someone is commander, you HAVE to let your team know when that recon is coming... It's not only for you to see where to put that arty... It's soo crucial for your team to get that info.
Squad leads have to communicate together to coordinate attacks/defenses...

Example: Just earlier this week, played on a Pavlovs house as Allies... We're getting rolled... Seems that we're able to cap objective with 4 key people, as soon as those people leave objective it's being ran over. So we VOIP and type for everyone to park their behinds in the defending objective while we cap next one.... Result: No sir... Failure to listen, half the team is camping something completely different, few people are running after us... Just all kinds of chaos :(
 

windexglow

FNG / Fresh Meat
Sep 15, 2011
21
9
0
I preordered the game. And a week after release, I haven't opened it up again.

Why bother working as a team when you're going to die by going on the offense? It isn't fun spawning, running, than dying before you reach even the closest point you can defend from.

I think most of it comes down to how easy it is to aim. If I see someone, they're probably dead. If someone sees me, I'm probably dead. I don't care if it's realistic or not, it's not fun. I'm playing a game with valuable time, there are better games out there that will give me more fun.
 
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Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
0
The sewers of Leningrad.
Why bother working as a team when you're going to die by going on the offense? It isn't fun spawning, running, than dying before you reach even the closest point you can defend from.

Welcome to WWII. A squad has a better chance of taking down an enemy squad, or a single defending enemy, than a lone player does.
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,291
1,005
113
Sweden
I preordered the game. And a week after release, I haven't opened it up again.

Why bother working as a team when you're going to die by going on the offense? It isn't fun spawning, running, than dying before you reach even the closest point you can defend from.

I think most of it comes down to how easy it is to aim. If I see someone, they're probably dead. If someone sees me, I'm probably dead. I don't care if it's realistic or not, it's not fun. I'm playing a game with valuable time, there are better games out there that will give me more fun.

Maybe you should try out RO1. It's quite diffrent. This Spawn, rush,kill,die doesnt exist in the same way as in RO2. You won't die as often either simply because they weapons are harder to handle AND because most people won't run and gun in the same way as RO2. Bullets will wizzle around you, you will see tracers and ricochettes, grenades and artillery will scare you, and the overall gameplay is at a slower pace even on the most crowded maps. Since there are no lockdown timer, and since most servers have at least a 40min timelimit, no one will rush and gun.

You will often notice defensive position that pops up on the map by itself. In RO1 I have seen a lot of people stay at one defensive position the whole round - often riflemen and MG's end up doing that - while the others try to attack each objective. What really is fun is that players tend to stick together. Yesterday I saw three MG's deployed at the same place while riflemen were close by helping with defending the position. The players tend NOT to be very scattered around the map on useless locations. Further back, there was a guy with mortal, while he had a spotter that gave out mortal targets from time to time. The teamleader used the command system (which is superior to ro2s which is stripped down) to give very easy text commands where to defend, attack, and so on, and the locations was marked on the map. This command radial was really good. In overall, RO1 is just a lot more immersive in my opinion.
 

AmazingMilto

FNG / Fresh Meat
Aug 20, 2011
357
144
0
England
Welcome to public gaming, your average player isn't interested in teamwork, he wants the kills.

There are the few who do try, yet they are the minority. The rest of the team? Back at the base, doing bugger all.
 

LOOY

FNG / Fresh Meat
Jun 12, 2009
69
25
0
It's the cycle of silence. No one talks so no one talks so no one talks. I for one feel really awkward being the only guy communicating, I join in if other people start though.
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
39
0
It's the cycle of silence. No one talks so no one talks so no one talks. I for one feel really awkward being the only guy communicating, I join in if other people start though.

It's a good day if you start talking and you're hearing response back. I've heard few days ago on a server one of the SL giving directions and giving location of the tank, requesting AT support, followed by chat messages "how do you make the VOIP shut up, it's so annoying"

And you sit there and realize that it's you, the SL relating the message, and one more person that are into this "teamwork" on a 16 people team... Moment of silence met by moment of sadness :(
 

Buzzles

FNG / Fresh Meat
Oct 10, 2011
152
45
0
U.K.
As I've mentioned in the other threads, the orders system needs changing to one where you can designate targets/actions/postions to move to for your fireteams/specialists via the map when you're a Commander or SL. Currently commanding via using binocs/order pointer is frustratingly difficult and time consuming as you end up double checking the map to make sure it's in the correct position before trying again.

I've noticed that when I'm Commander (or SL and there's no commander) and I plonk down a big ol' "move here" sign to all the squads when there's a choice between two objectives, the majority of the team will pay attention and move to the marked objective rather than the team being split.

Sure it's only one facet, but at least it helps foster teamwork.
 
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hekuball

FNG / Fresh Meat
Mar 13, 2006
563
202
0
Maybe you should try out RO1. It's quite diffrent. This Spawn, rush,kill,die doesnt exist in the same way as in RO2. You won't die as often either simply because they weapons are harder to handle AND because most people won't run and gun in the same way as RO2. Bullets will wizzle around you, you will see tracers and ricochettes, grenades and artillery will scare you, and the overall gameplay is at a slower pace even on the most crowded maps. Since there are no lockdown timer, and since most servers have at least a 40min timelimit, no one will rush and gun.

You will often notice defensive position that pops up on the map by itself. In RO1 I have seen a lot of people stay at one defensive position the whole round - often riflemen and MG's end up doing that - while the others try to attack each objective. What really is fun is that players tend to stick together. Yesterday I saw three MG's deployed at the same place while riflemen were close by helping with defending the position. The players tend NOT to be very scattered around the map on useless locations. Further back, there was a guy with mortal, while he had a spotter that gave out mortal targets from time to time. The teamleader used the command system (which is superior to ro2s which is stripped down) to give very easy text commands where to defend, attack, and so on, and the locations was marked on the map. This command radial was really good. In overall, RO1 is just a lot more immersive in my opinion.

you seem to have conveniently set aside the multiple annoyances though, let me see, pixel hunting (fun but gives you eye strain), inability to differentiate between a suspicious looking twig and the enemy at 50 yards, small stones could block your progress, MG tracer lasers beams, too much weapons sway, movement too slow, ping pong tanks, atrocious nade spam, a zillion pointless textures and sound modifications to download for every map and the god awful, ever present panting having run more than 5 yards...otherwise it was great.:)
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
you seem to have conveniently set aside the multiple annoyances though, let me see, pixel hunting (fun but gives you eye strain), inability to differentiate between a suspicious looking twig and the enemy at 50 yards, small stones could block your progress, MG tracer lasers beams, too much weapons sway, movement too slow, ping pong tanks, atrocious nade spam, a zillion pointless textures and sound modifications to download for every map and the god awful, ever present panting having run more than 5 yards...otherwise it was great.:)
It seems everyone does this when the fog of nostalgia sets in.

I think such people should wait for community maps before truly deciding.