Poll: Multi-player and the noob

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Donbett1974

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Jan 28, 2009
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I was playing Bioshock 2 multi-player and thinking it's not really fair for the new or bad player to be at such a disadvantage when playing multi-player. As you level-up you get better weapons, upgrades and get to know the map. So how to make it more even.

1. Lets say the game maxes at level 50 a player get a extra 1% health or defense per level your below 50.

2. Uneven matches 4/6 player the team with less players get 10% health or defense per player needed to make it even.

3. Players who are prestiging are consider highest level no matter what level they are.

If you can think of anything that can make it more fair to the trusty noob or just call me a noob and I know you will just post.
 

silver wolf009

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Jan 23, 2010
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Well thats why I play capture the sister, that way I have a chance of being the big dady, everyones guns are inferior to the big dady.

OT: DIE NOOBS!!
 

DazZ.

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Jun 4, 2009
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I don't think there should be any unlocks in multiplayer like that. Unlock cosmetic items, sure, but not weapons and certainly not extra health.

I miss the days of Quake where everything was skill based and not handed to you just for playing. The reward you got for playing longer was getting your arse handed to you slightly less until you finally had the skills to even think about fighting back.

TF2 really needs to drop the item system, or keep it for hats and medals only.
 

wrecker77

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May 31, 2008
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It depends on the game. Obviously in Bioshock, a player armed with a pistol with no upgrades will get raped by another player with the elephant gun and super electricity, but in most games, every play usually has a good chance to take another player down.
 

Free Thinker

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Apr 23, 2010
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If I see a n00b, I'll go out of my way to make their current match a living hell. It's only fair because we've all been given that treatment. Although the unlocks that make your health/shields/guns better, help no one. It's a terrible idea and plays off playing first and longer.
 

Dango

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Feb 11, 2010
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I always kinda feel bad for the noob, I'll try to help him out and do everything in my power to make the game easier for him.
 

Mr Shrike

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Aug 13, 2010
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It really depends which game I'm playing, really...

I will often go out of my way to kill a noob when I see one, but only on Battlefield 2 or WoW. Battlefield 2 mainly because if the ranks of players are visible, then you know that you can most probably get some esay kills by taking a few pot-shots at them.

However, if I'm playing Armed Assault, then any and every enemy soldier is a very real threat to me, so my shooting is indescriminate.

On most games I will pick on the noob a bit if given half a chance because, frankly, we've all been there and had it done to us.
 

godofallu

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Jun 8, 2010
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You have to make every player equal for good multiplayer to work.

If lvl 1's get an advantage then I will just make a new account every week.
 

Dys

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Sep 10, 2008
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DazZ. said:
I don't think there should be any unlocks in multiplayer like that. Unlock cosmetic items, sure, but not weapons and certainly not extra health.

I miss the days of Quake where everything was skill based and not handed to you just for playing. The reward you got for playing longer was getting your arse handed to you slightly less until you finally had the skills to even think about fighting back.

TF2 really needs to drop the item system, or keep it for hats and medals only.
I do agree, though tf2 isn't nearly as bad as any of the other examples that spring to mind (only natasha, the direct hit and a few others are "better" than their default counterparts). I gave up playing cod4 completely because I couldn't be bothered grinding up enough points for the "good" guns and perks...
 

migo

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Jun 27, 2010
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Free Thinker said:
If I see a n00b, I'll go out of my way to make their current match a living hell. It's only fair because we've all been given that treatment. Although the unlocks that make your health/shields/guns better, help no one. It's a terrible idea and plays off playing first and longer.
You're the reason for all the rehash games. We really only need one WW2 shooter, but there's something like 6 thanks to people going after newbies, so anyone who doesn't like that gets in at the ground level with the next game to be released.
 

Flying-Emu

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Oct 30, 2008
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DazZ. said:
TF2 really needs to drop the item system, or keep it for hats and medals only.
No, it doesn't, because the items are NOT upgrades, contrary to popular belief. In fact, a good 60% of the weapons are worthless compared to the standard loadouts. The Natascha? Really? That's for heavies who can't aim. The Tribalman's Shiv? The bleed effect is only useful if you've already HIT them the same amount that would have killed them immediately with the Kukri (I.E. 2 hits on Scout, four on soldier, etc.).

The only exceptions are the KGB and the Ubersaw.
 

Flying-Emu

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Dys said:
(only natasha, the direct hit and a few others are "better" than their default counterparts).
There is so much wrong with this statement, I can't even begin to tell you.
 

Redlin5_v1legacy

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Aug 5, 2009
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I like the ecosystem that exists in Multiplayers very much. Survival of the fittest in the general servers. Learn to adapt or get cut to shreds. We aren't going to accommodate you new players. We can't help it if we are brutal, it is just the way things are.

My advice? Learn the maps, possibly by only playing in vacant or nearly empty servers. Master the weaponry in Singleplayer (if possible) before stepping into the wilds of the internet. Don't get discouraged. Everyone was once a n00b.
 

Dys

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Flying-Emu said:
Dys said:
(only natasha, the direct hit and a few others are "better" than their default counterparts).
There is so much wrong with this statement, I can't even begin to tell you.
Is there? I only tend to play pubs, so if you find that the gun balance is different in clan matches I wouldn't know, but I can't imagine how they are.

With Natasha, -25% damage or whatever it is for such a gigantic slow (that is a guaranteed slow) I honestly can't see how you can argue that it's ever not better. It instantly cripples demoman (renders his melee combos especially useless as a single hit counters the shields charge) as he becomes to slow to properly move, renders the pyro useless (I sincerely hope this one is obvious). It also means that any unit caught within range, out of cover that isn't a scout or a soldier (assuming all soldiers are smart enough to rocket jump away) is dead. If you have any remote skill with it, the -25% damage is irrelivent as the damage is still so high that it will kill any unit getting hit above the shoulders nearly instantly, and it pushes enemies back (meaning that it's literally impossible to get to the heavy head on with most classes). It's very rare that I get killed by a heavy who isn't using natascha. I suppose in a one v one fight the extra damage % would be significant, but the game is team fortress, and if your team isn't retarded the slow is going to be a damn sight more useful than the damage.

As for the direct hit, if you have any timing it simply does more damage. It also moves faster, making it easier to hit enemies. I can see how, if you're new to the game (or if you didn't spend an ungodly amount of time learning how to use dystopia's bolt gun better than god himself) it wouldn't necessarily be superior, but once you're better at the game it's far more useful. If you need a higher explosion radius then you'd usually need a demoman over a soldier anyway, so...>>
 

DazZ.

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Jun 4, 2009
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Flying-Emu said:
DazZ. said:
TF2 really needs to drop the item system, or keep it for hats and medals only.
No, it doesn't, because the items are NOT upgrades, contrary to popular belief. In fact, a good 60% of the weapons are worthless compared to the standard loadouts. The Natascha? Really? That's for heavies who can't aim. The Tribalman's Shiv? The bleed effect is only useful if you've already HIT them the same amount that would have killed them immediately with the Kukri (I.E. 2 hits on Scout, four on soldier, etc.).

The only exceptions are the KGB and the Ubersaw.
I'm very happy they're not upgrades, and certainly agree with you. Doesn't mean unlockable gameplay changing items, some of which can only be gotten completely randomly is fine.
 

Flying-Emu

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Dys said:
Flying-Emu said:
Dys said:
(only natasha, the direct hit and a few others are "better" than their default counterparts).
There is so much wrong with this statement, I can't even begin to tell you.
Is there? I only tend to play pubs, so if you find that the gun balance is different in clan matches I wouldn't know, but I can't imagine how they are.
I only play pubs, however I play on a pub server with plenty of folk who DO play scrims.
With Natasha, -25% damage or whatever it is for such a gigantic slow (that is a guaranteed slow) I honestly can't see how you can argue that it's ever not better. It instantly cripples demoman (renders his melee combos especially useless as a single hit counters the shields charge) as he becomes to slow to properly move, renders the pyro useless (I sincerely hope this one is obvious). It also means that any unit caught within range, out of cover that isn't a scout or a soldier (assuming all soldiers are smart enough to rocket jump away) is dead. If you have any remote skill with it, the -25% damage is irrelivent as the damage is still so high that it will kill any unit getting hit above the shoulders nearly instantly, and it pushes enemies back (meaning that it's literally impossible to get to the heavy head on with most classes). It's very rare that I get killed by a heavy who isn't using natascha. I suppose in a one v one fight the extra damage % would be significant, but the game is team fortress, and if your team isn't retarded the slow is going to be a damn sight more useful than the damage.
The only proper way to play a heavy is an ambush/support character. He CAN act as an offensive unit, but he requires two things: Faster classes (Preferably Scouts and Soldiers who know how to rocket jump) to eliminate enemies he weakens, and a literal harem of medics. Without those two things, Heavy Weapons Guy is relegated to being about as sneaky as the pyro. This is not a bad thing. For example, at the tunnel exit of point 1 on pl_badwater, one heavy jumping down with Sasha (the standard minigun) can easily kill 3-4 people, provided there isn't a heavy with a medic attached to him. You could NOT do this with Natascha, because what takes you 6 seconds as a heavy takes you 8 seconds as a Natascha heavy. And that means that they can kill you.

In the end, it comes down to what kind of heavy you play. And frankly, the Minigun is better in almost all situations: In Base-Busting, if you're forced to use a Heavy, a Natascha is going to get a lot less done than a Minigun, since that -25% damage really drags you down, since unless you are RIGHT on top of the sentry, the Engineer is going to be able to repair faster than you can damage.

Natascha should be used for two things: A full-frontal assault when supported by heavier damage classes, and against a Scout rush. You can cry "but it's TEAM fortress 2" all you want, but the fact is, if you absolutely REQUIRE teammates to properly function, YOU'RE DOING IT WRONG.
As for the direct hit, if you have any timing it simply does more damage. It also moves faster, making it easier to hit enemies. I can see how, if you're new to the game (or if you didn't spend an ungodly amount of time learning how to use dystopia's bolt gun better than god himself) it wouldn't necessarily be superior, but once you're better at the game it's far more useful. If you need a higher explosion radius then you'd usually need a demoman over a soldier anyway, so...>>
Now this is something that is arguable. Saying that the DH is a direct upgrade is false; if it was TRUE, then that's all that would be used in scrims. It's not. In pubs, since it would be unfair to use scrims as an example, people tend to travel in groups. While the DH may be able to do more damage to a singular target, the RL has a MUCHHH larger splash damage radius (Did you know that the DH's splash radius is the same size as a Teleporter?), which enables higher damage overall.

In addition, I've talked to people who have used the DH since day 01, and they have the same consensus: They miss MUCH more often with the Direct Hit. As in, 30-40% of their rockets miss. So it comes down to playstyle: The DH is good if you're willing to take a risk. With the RL, you KNOW that you'll, almost no matter what, be doing some measure of damage.

Plus, it's much easier to pop Heavies out of the way with the Rocket Launcher. And Crockets with the DH are... well, frankly, less effective than the RL's.

Overall, the items ALL have their uses. However, I'm a man of utility: I need to be able to function in any situation. And considering how TF2's battlefield is NEVER static, Natascha and the DH simply feel too specialized to be worth it.
 

Flying-Emu

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DazZ. said:
I'm very happy they're not upgrades, and certainly agree with you. Doesn't mean unlockable gameplay changing items, some of which can only be gotten completely randomly is fine.
I have to disagree, personally. As long as the items are not IMPROVED, they become a WANT in the game, rather than a need. For example, to properly play Medic (by which I mean not being a bloody coward: Be willing to take opportunity when you see it), you need the Ubersaw. The KGB makes Shotgun Heavy a viable class: If you see a pyro running at you, switch to the shotgun, wear him down, and then punch him and clear his entire entourage.

Those are improvements. Everyone should start with those. However, since all the others are simple style changes... I think that people can live to wait for them.

I can see the appeal though. If people got all the unlockables when they started the game, they wouldn't be blinded by the "ZOMG NEW ITEMZZZ THEY MUST BE UPGRADES" fervor that at least 70% of the community seems to get. That could only be good...

Sir, you have changed my mind. For the sake of the TF2 community!!! Death to the Drop System!
 

Outright Villainy

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Jan 19, 2010
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DazZ. said:
Flying-Emu said:
DazZ. said:
TF2 really needs to drop the item system, or keep it for hats and medals only.
No, it doesn't, because the items are NOT upgrades, contrary to popular belief. In fact, a good 60% of the weapons are worthless compared to the standard loadouts. The Natascha? Really? That's for heavies who can't aim. The Tribalman's Shiv? The bleed effect is only useful if you've already HIT them the same amount that would have killed them immediately with the Kukri (I.E. 2 hits on Scout, four on soldier, etc.).

The only exceptions are the KGB and the Ubersaw.
I'm very happy they're not upgrades, and certainly agree with you. Doesn't mean unlockable gameplay changing items, some of which can only be gotten completely randomly is fine.
Well all the important weapons are gotten via achievements anyway. Farming achievements will get you any class set in less than an hour too. I would think it better if all weapons were just available from the get go mind, but it's not much of a big deal.
 

Corpse XxX

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Jan 19, 2009
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Hey, its a thing they do to reward people that play the game alot..

Its not unfair per say, it only makes it harder for the average gamer to actually enjoy their multiplayer..

Makes it fun for dedicated players, harder for people who only play now and then..