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The most useful/useless role in a team (excluding mult)


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42 members have voted

  1. 1. Most Useful

    • Offense
      7
    • Defense
      3
    • Midfield
      10
    • Camper
      1
    • Healer
      10
    • Spawn Killers
      11
  2. 2. Most useless

    • Offense
      1
    • Defense
      1
    • Midfield
      5
    • Camper
      20
    • Healer
      1
    • Spawn Killer
      14


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TO in 2018 has these roles (comment down below if you think this list needs changes):

 

1. Offense - People who steal flags, score goals. They die a lot unless they are actually very good. 

 

2. Defense - People who just sit back, relax, sort of camp at their base, and just defend their flags/goal

 

3. Midfield - People who take control of the center of the map, go around killing anyone within their range, but don't necessarily launch an attack at the enemy unless a bunch of offensive teammates are invading enemy base. They are usually more offensive than defensive and are sometimes too lazy to deal with enemies invading their base, but will also strive to stop their flag being stolen midway and are usually their team's last line of defense. 

 

4. Camper - Magnum, Shaft, Vulcan, or Thunder who sits in the back of the base and attempts of pick off enemies in the enemy base. They don't really defend unless the enemy with the flag is in their sights. Magnums often clear the enemy base and annoy the hell out of the enemy. With the new alt, Magnum's also place mines in the enemies' base.

 

5. Healer - An Isida that actually heals over attacking an enemy. 

 

6. Spawn Killers - A teammate who often makes it to the enemy base, but as opposed to an Offensive player, instead of going back to assist flag capture or to defend the controlled points, they camp in the enemies' base and often get 3 drugs at once and start killing the newly spawned enemies.

 

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Spawn killers are very useful, as they often destroy the other team's morale and making them leave, securing a win. Isidas are helpful, but an "Isida War" might start in where everyone begins to switch to isida to counter the other team's isidas.

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Spawn killers are very useful, as they often destroy the other team's morale and making them leave, securing a win. Isidas are helpful, but an "Isida War" might start in where everyone begins to switch to isida to counter the other team's isidas.

I chose midfield as most useful. They are versatile and can sort of defend and sort of attack. If offense is needed, they can become an opportunist and go for a flag. They also often save a flag from being captured after the flag leaves their own base. Healer comes close and Isidas are really annoying to play against but an Isida requires good teammates to win and Isidas do not kill enemies or do anything offense without an ally. This dependence is what really pushed midfield in front of healer for me. Plus, as you mentioned, Isidas are most often countered by other Isidas, making the battle a stalemate. 

 

I said Spawn Killers as least useful actually. They don't necessarily support the main objective but are only good for killing the battle by causing opponents to rage quit. Keep in mind that this usually only happens when the battle is already lopsided and the win is already pretty much secured. I've also been in too many CP battles where my team begins spawnkilling and forgets about the points, and some enemies sneak out, capture, and then we end up losing at the last moment. 

Edited by sensei_tanker
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This really depends on map.

 

Even camping shaft could be very useful when we talking about serp map and this location:

2018-11-24_1032.png

As this shaft will kill enemies middle way to flag, causing mess in other team by killing isida.

 

 

There is no way to say for absolute certain, which is the best. But generally, good team will have 8 people - 2 isidas, 2 attackers, 2 defenders and 2 mids as of shaft/thunder/rail.

 

Also, I noticed that 2 vulcans and isida in defense was absolute blast last day. Even when enemies had 50% prots, we still dominated as crazy. 

 

 

But, if I had to vote, attacker is the most important role.

Edited by Desty
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It's very hard to say what is useful and what is useless. It depends on the map, the situation, both teams, mode. Not every battle is the same, situations can change in a matter of seconds. 

 

Isidas are nice to have around, especially if the other team has one. But here lately, I've been seeing Isidas that don't heal. They will go right by teammates with very little health. Wasp and Hornet are good Isida hulls providing the hulls are MUed, have protection and know how to take cover and still do their duty. The other day I saw an enemy Isida that was essentially useless outside of their base. It was a very easy kill. 

 

I consider myself a midfield player that can play offense, defense and support. I rarely stay at base, as you stated Vulcans do. I may not kill all the attacking enemy team, but I can sure do a lot of hurt to them. Even if they use RK, the RK has a cooldown time and may not be there when it's really needed.

 

When you have 2 tanks in line with each other, the ammo from the opposing tank will shoot the closest tank and not necessarily the one you want to shoot. With that in mind, I can get my tank between a ball carrier or flag carrier and I'm the one that gets shot, not the carrier. 

 

If my team is on the offense, I'm not in the crowd, but rather on the outskirts looking for any escapees. 

 

So, please don't include me in your blanket description of Vulcans.The worse place for a Vulcan to be is close to the enemy base where it can be overrun by the spawning enemy. Freeze, Firebird and Isisa is instant death for a Vulcan because it takes so long to get off a shot. My turret is still doing a dry spin when I'm killed. 

 

Of course all this can change if I'm on a team that doesn't give two hoots and a damn about the objective in CTF, CP and RGB.  

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I gotta go with spawn killers because of a situation I had the other day. I was highest rank in the battle (Thanks MMS, finally) and I decided to go on a drug spree. I got into their base with firebird hunter and spawn killed them for the rest of the game. I think I died maybe 3 times. Anyway, the enemy team was so busy dying that they coudnt defend their base or attack ours. My team won 7 flags to 0 with about 3-4 minutes left.

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How's spawn killing the most useless at the moment?

 

I generally dislike it, but come on, it significantly helps when you have to deal with less enemies simultaneously.

My argument is that spawn killing only occurs in large amounts when the battle is already one-sided and the win is basically already secured. Also, spawn killing is a distraction from your main objective, especially in CP, and the opposing team could sneak out a comeback win. 

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But' if the players wants to win they don't care about golds. ^_^

that is a small percentage of players who are actually smart and dont go for the tiny chance of actually getting it

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also, voted defense, without a good defense you cant do much, a good offense is nice but without the defense to back it up the enemy can just run by and score points 

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I think that the most important is the captain.. because for everything else it depends; even a chaft camper can be the most useful player in highways...

usually the captain doesnt get a very high score because he is focused on being aware of what is going on in the whole battle and coordinating the whole team for synergy

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I gotta go with spawn killers because of a situation I had the other day. I was highest rank in the battle (Thanks MMS, finally) and I decided to go on a drug spree. I got into their base with firebird hunter and spawn killed them for the rest of the game. I think I died maybe 3 times. Anyway, the enemy team was so busy dying that they coudnt defend their base or attack ours. My team won 7 flags to 0 with about 3-4 minutes left.

Spawn killing is not very popular when playing against legends. Some drones give you instant drugs after spawn, so it ain't that easy :) Of course when game is 4 vs 8, then yes, but usually this is very rare when actually IT IS 8 legends vs 8 legends and all are playing.

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In my opinion, a person who doesn't focus or just talks. The style you play doesn't have that much of detrimental effect on the actual game unless for example there is an excessive amount of campers which ignore the objective of the game. However, sometimes it may be beneficial, so nothing truly is useless. Just dependent on the map, and how the rest of the team is playing. 

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Everyone has a position they feel comfortable at. The problem comes in when a team has too many of one and not enough (or none) of the others. For instance in a Monte Carlo CTF battle I was in recently. Our team had 2 tanks acting as runners. The opposing team had all heavies and no runners so they were always on the defense. Yes, our runners had a hard time of it, but ultimately, we won because the other team had no flags and never made an attempt. 

 

Personally, I don't think there is a good or bad position, hull or turret. It mostly depends on the team members and how good they are at their chosen position. Plus whether or not they pay attention to the battle objectives. 

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Taking into account how supplies are your strongest asset in battle no matter what position you are playing, 

 

Spawn killing is the most useful role because right when someone spawns is a small window of time where they don't have all supplies activated and if you do, you have an advantage when fighting them which in most circumstances allows you to kill them off easily and move on because a supply advantage is huge. 

 

Most useless role is harder to decide but I think it might be defence just because there are more supplies designed for offence than there are for defence, resulting in defence never being the most sure fire way to win a game without the advantage of an optimal time frame.  

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The amount of times i see no defence in a MM CTF Battle is unbeliavable. I Always bring the first flag but because nobody defends they always take the flag and then im the only one capable of returning it, so i have to give the flag to somebody else, go return but when i do return the enemies return aswell.. then i get mad and stay deff for the whole game. So for me Defence is more important, Thats my job in eSports anyways

Edited by Showbot
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My argument is that spawn killing only occurs in large amounts when the battle is already one-sided and the win is basically already secured. Also, spawn killing is a distraction from your main objective, especially in CP, and the opposing team could sneak out a comeback win. 

It can happen if you have 3 supplies activated and a charged overdrive for backup. Just sneak on any player that doesn't have a module on your turret and you'll have an easy time as long as they don't gang up on you. 

 

Several times I've seen spawn killers make the mission of flag carriers easier by reducing the number of players they have to deal with.

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Taking into account how supplies are your strongest asset in battle no matter what position you are playing, 

 

Spawn killing is the most useful role because right when someone spawns is a small window of time where they don't have all supplies activated and if you do, you have an advantage when fighting them which in most circumstances allows you to kill them off easily and move on because a supply advantage is huge. 

 

Most useless role is harder to decide but I think it might be defence just because there are more supplies designed for offence than there are for defence, resulting in defence never being the most sure fire way to win a game without the advantage of an optimal time frame.  

Isn't it awesome when you work through a teams defenses, grab the flag, use up some supplies and even Over-Drive to get away, then arrive at your base to discover ... your own flag is heading the other direction because YOUR TEAM HAD NO DEFENSE.  Good luck capping that flag :lol:

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Isn't it awesome when you work through a teams defenses, grab the flag, use up some supplies and even Over-Drive to get away, then arrive at your base to discover ... your own flag is heading the other direction because YOUR TEAM HAD NO DEFENSE.  Good luck capping that flag :lol:

I've been in CTF battles where our flag was stolen left and right, but the team didn't care and paid no attention to that. I'd try to protect the flag, but one person against 3 to 4 isn't going to live very long. Those battles I usually quit. The team isn't interested in the objective so they don't need my help to lose. 

 

I've always wondered if the team isn't interested in the objective, (ie: CTF, RGB, CT) then why don't they just stick with TDM? 

Edited by u812ic

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