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DivA
post Jun 19 2004, 09:24 PM
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~what qualities do you look for in your teamates when working in teams; also, what makes a good team to stand apart from the rest as, great?
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HC82
post Jun 20 2004, 09:21 PM
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Pretty much what Sheik said, but I value the speed of completing a stage as being the best possible team effort.

Force prority is this:
Jellen/Shifta/Zalure/Deband in that order. When doing Forest, Shifta becomes first over Jellen.

Resta is on it's own priority. Depending on the force you are, being able to heal more often or less is dependant on your resta range. A resta merge can be equiped, but a serious hit to the forces DFP is the draw back. I think resta is key for a force, but if the force isn't near enough, just use a mate. It's not worth dying for because the HU/RA is too cheap to pop 300 mesta dimate. More on resta later...

Any tactics that allow the team to wipe out a room faster then another team is most important. There really is no real goal outside of clearing the stage, finding rares and leveling up. Brute force, using the proper weapons for the right situation, understanding melee combos(why you should delay against certain enemies and not on others, when you should and shouldn't do 2 hit combos over 3 hit combos) and being able to exploit an enemies AI is what it's all about.

So, this is how I see it:
If rare hunting and leveling up is the primary goal in PSO, the faster I can kill enemies and clear stages, thus allows me to achieve this goal in a more effective manner. So, I determine any team tactics that allow for speed to be most valueable. Most PSO based support abilities allow for the team to kill sutff faster and easier(support techs and traps). So, using your support abilities is important for being a more effective team.

My one gripe:
Dying isn't a big issue when relating it too teamwork. Yeah, dying slows the team down a bit. If a teammate dies in one team but not in the other, it sounds like the making of a bad team for the one that had a death, although, if a team focuses on being more aggressive with only the neccessary support, while another team is waaaay slower and overly supportive, the aggressive team wins out everytime. So what if one team uses 4 moon atomizers, and the other doesn't? If the other team needs to make a pioneer 2 pit stop to restock, they are being less efficient. Dying does slow the teams performance down, but it really isn't as huge a drawback as it sounds. I don't complain too much, because if they pulled some exp-loss bullshit, the game would blow.

Supporting should not limit the teams ability to clear rooms at maximum speed, it should only increase it.

Like resta, if a Hunter gets knocked on the floor, when they get up, having to resta themselves wastes time. Also, in EP2, if you get knocked down and cast resta, you get knocked right back down again. If I resta them before then get up, they can just keep swinging. Level 30 resta casts way faster then level 15 or level 20 resta. A HUs damage output is higher then a forces, so their sword swing is better then one of my rafoies. After they get hit, it's more damage effective for me to heal them then for them to heal themselves. If there are no enemies in the room, there really is no excuse outside of the HUs being too cheap to resta themselves(bots are the exception). If they use dimates and trimates, they will run out eventually. Having to make a pit stop wastes time. A strong team can clear many rooms in the same time it takes to make a quick pitstop. Thus, resta plays an important role for clearing a stage quickly. When doing easier stages, it plays a less important role.

Speed becomes unimportant when survival is key. If you need to be slow to live, then you have to be slow. Rather you complete the stage slowly then never being able to beat it at all. Hence the reason why people make a pit stop before falz.
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