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Common misconceptions & mistakes made by new players.


Locuz.2651

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There is quite a difference in mindset between lower and higher rated players. There are some standard ideas i see at lower levels that are (imo) incorrect: 

 

1] "Fight on point".  This is a common phrase i see when playing with lower rated players. While holding points is nice, winning fights will make it a lot easier to cap points. And you cant cap when dead. Ive seen so many situations where 1 teammate caps a node 10 meters from a fight just to watch us lose the 2v3. Or even worse; where the team has no sustain and gets aoed down in a matter of seconds on point. 

 

2] "Thief should always cap home". There is this weird idea amongst lower rated players that thieves are the ideal candidate to cap home.  In short: if its likely youll get pushed by a sidernoder thief is far from ideal. On top of that the thief is really nice to stealth the team and to burst down squishy targets in mid. 

 

3] Beasts are up = go for them. This is a situational one (like most). Ive seen so many times where ppl go beast ...while letting their teammates in mid wipe. So they trade the map + multiple kills for 25 points. Quite often its not worth it. 

 

4] "I got top kills, damage, we so im the best. I wasnt the reason why we lost". Ive seen so many cases where i did good dmg (25-30%), didnt die once while holding far 1v2 and 1v3 all game. Yet im being called out for being useless since someone else has top kills / dmg in our team. In some ppls eyes the top dmg badge means youre the only one in the team that did any dmg.  

 

Feel free to correct me if im wrong + add any new points.

Edited by Locuz.2651
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fight on point mentality makes me mald like there is no tomorrow 
there is nothing worse then helping your sidenoder that is 1v2, only to be ganbanged 1v2 while he just stares at you from a node.
bonus points when he dies right after. even more points when it happens mid and your kittening support prefers afking on a node then helping you kite, but thats what happens when you get gold 1 players.
The best thing is they will legit think they did everything right and flame you for doing the right thing, shrug.

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Dont stay too long in a 2v1 as a healer or a tank. Leave the +1s to thief, rev, nade holo etc. (unless you are like 490 + and just need camping to win.)

 

Dont afk on a node as a healer, push where the teamfights is happening. (unless you are like 490 + and just need camping to win.)

 

The issue is that, for many bad players they think they are 100% correct, they do not listen to players that are much better than them.  have you seen gold or p1 players question Sindrener's rotation in a match and call him a noob?

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27 minutes ago, Khalisto.5780 said:

There is also dont go far, which basically let your team outnumberd, cuz the other team never have to mind sending 1 to their home

"Don't push far" is more and more valid as a rule the lower down the rankings you go.

 

This is because pushing far will often result in your team being outnumbered for at least some time on mid/close.

 

Now, if your team-mates are good P2+ players, then they'll be able to survive some time outnumbered, and they'll be able to recognise that they're outnumbered and that they should play safe, kite away, etc.

 

But if your team-mates are common garden silver/gold plebs, you can pretty much guarantee that if they're outnumbered, then they WILL die. Also, if the enemy are silver/golds, then they're less likely to notice the fact that you've pushed far and peel off from mid to contest you; they'll just stay on mid until that fight is done.

 

If pushing far will result in the entire rest of your team wiping, because they aren't smart enough to disengage, and the enemy isn't smart enough to follow you, then no, pushing far is not the right choice here. You'll get the point for 10 seconds, then get swamped when 3 of them come back onto you from mid having wiped your team. If you are needing to carry your team, then being afk on an uncontested point while the fight is happening elsewhere is not what you want to do.

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57 minutes ago, Ragnar.4257 said:

"Don't push far" is more and more valid as a rule the lower down the rankings you go.

 

This is because pushing far will often result in your team being outnumbered for at least some time on mid/close.

 

Now, if your team-mates are good P2+ players, then they'll be able to survive some time outnumbered, and they'll be able to recognise that they're outnumbered and that they should play safe, kite away, etc.

 

But if your team-mates are common garden silver/gold plebs, you can pretty much guarantee that if they're outnumbered, then they WILL die. Also, if the enemy are silver/golds, then they're less likely to notice the fact that you've pushed far and peel off from mid to contest you; they'll just stay on mid until that fight is done.

 

If pushing far will result in the entire rest of your team wiping, because they aren't smart enough to disengage, and the enemy isn't smart enough to follow you, then no, pushing far is not the right choice here. You'll get the point for 10 seconds, then get swamped when 3 of them come back onto you from mid having wiped your team. If you are needing to carry your team, then being afk on an uncontested point while the fight is happening elsewhere is not what you want to do.

On the other hand if nobody pushes far you also let your team outnumbered, if the opposite team gets one kill they'll constantly push outnumbered fight never worrying getting their home back and running straight to your points, that you prolly lost at least one at this point.

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The big problem with your list is you don’t address how to actually win games. The only thing that wins games is the most efficient thing possible. It also takes a trained mind with some awareness of math to make these decisions.

 

for example I have at time either won games or nearly carried them against literally 3 legend players in ranked by farming beast- that’s because I could though as the build I was on was condi that can farm beast and the gold players on my team were tanky enough to where just fighting on node or sending thief home was good enough.

 

Common misconceptions can happen in both low and high ratings

Edited by RedAvenged.5217
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30 minutes ago, Khalisto.5780 said:

On the other hand if nobody pushes far you also let your team outnumbered, if the opposite team gets one kill they'll constantly push outnumbered fight never worrying getting their home back and running straight to your points, that you prolly lost at least one at this point.

Yeah, but 90% of the far pushers that us anti-far pushers see are duelists who continue to fight and unkillable player on a node owned by the enemy instead of moving on and being of use.

 

OR....OR>>>>>>>>>>>

 

they die and refuse to accept the loss and move on

Edited by Crab Fear.1624
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2 hours ago, Khalisto.5780 said:

On the other hand if nobody pushes far you also let your team outnumbered, if the opposite team gets one kill they'll constantly push outnumbered fight never worrying getting their home back and running straight to your points, that you prolly lost at least one at this point.

Ignoring a fully capped node for too long would be a very big misplay from your opponents, and would probably cost them the game (assuming the person from your team doesn't AFK on far and moves to other objectives).

 

In general, pushing three nodes or playing just for the side nodes is an optimal strategy to playing close+mid if your team can make faster rotations then the enemy team or cannot win a team fight.

 

There's a lot more to it than just "dont go far", so it can be misleading just to tell that to new players with no explanation of why it's not a good idea at lower ratings.

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5 hours ago, Khalisto.5780 said:

On the other hand if nobody pushes far you also let your team outnumbered, if the opposite team gets one kill they'll constantly push outnumbered fight never worrying getting their home back and running straight to your points, that you prolly lost at least one at this point.

The point isn't that you should never push far.

 

The point is that there are specific circumstances under which you should and should not.

 

If you're not sure what those are, then it's better to play safe.

 

If you mindlessly push far all the time, you are probably mis-playing.

Edited by Ragnar.4257
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