cainx10a said:
Kukul said:
People who ***** because they were pwned in a particular way and "thats for n00bs" are the true newbs.
Every noob tactic has even easier counter if the game is balanced.
Good point. It's annoying when people cry about Martyrdom in CoD4 when it can be so easily avoided.
Martyrdom annoyed me because you get a kill through circumstance alone. There is no skill or strategy (and when there IS a strategy, it's generally a poor one since death comes swiftly in COD4). In a game so brutally fast paced, the need to constantly check your forward momentum to make sure you don't hear the tell-tale sound of a grenade drop breaks the flow nicely. When I first started, it seemed as though EVERYONE was using the damn perk, meaning each and every kill was accompanied by an explosion, and often secondary kills and more explosions.
Last stand was far less troublesome. For starters, you are given better indicators - until the person is well and truly dead you don't get any experience and they clearly don't become a corpse, but instead prop themselves up on one arm. Just as important is the fact that the player on last stand must use a degree of skill to even hope to get a kill as generally speaking you might get off a shot or two before you're put down.
When I'm killed by a martyrdom grenade I'm annoyed that someone profited without effort. When I'm killed by someone on last stand I usually curse my inattentiveness (and sometimes I am even willing to grudgingly admit that I was simply outplayed).
MY favorite noob tactic of all time came from Team Fortress Custom (a mod for Team Fortress for the original quake). Essentially, instead of having classes you purchased a variety of skills, items and equipment and created a custom class. As players of the old TF games know, the engineer used to be armed with the EMP grenade - a weapon that by itself had no killing power. Instead, it's leathality was derived from exploding any grenades/rockets/shotgun shells (nails didn't explode), and since each class usually had large amounts of both it became stupidly lethal. What's worse, if the grenade went off and activated on a backpack of ammunition (or person) that person would explode with a similar EMP explosion, often leading to huge chain detonations. Using the custom set, some players would opt only to carry a few emp grenades, a fast set of legs, a fair amount of health and boatloads of ammunition. They would then clutch said EMP grenade to their chest and run screaming into the ranks of the enemy. No matter what the outcome, it was rare that such a move was anything other than devastating.
In one instance, on a map called rock (based on the movie the rock), there is a large courtyard on both sides that acts as the focal point for most of the combat. There are usually a number of defending players, countless dropped ammo packs, and at least a handful of turrets (and in the quake days those sentries were staggeringly lethal). In one suicide bombing, a single player with a single grenade managed to utterly annihilate the entire area, racking up a half dozen player kills, and multiple sentry gun kills.
What makes it a noob move is quite simply once the player made it into the room, nothing they could do would have prevented the hellstorm that ensued. Killing the player dropped the grenade which exploded the backpack which sets off the deadly chain reaction. Ignoring the player allows them to have better placement for their deadly cargo. Running from the player was useless, because the very fires of Armageddon are unleashed and the explosion was not blocked by anything other than distance (EMP Grenades ignored obstacles and LOS). In a game of personal combat, giving a player the equivalent of a suitcase nuke was so dramatically imbalanced that it was impossible to really be angry at the result - inevitability is at least somewhat comforting like that.