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Team Service Announcement: Over-Extending and Over-Committing,Games,,When you over extend, you go too far into enemy territory without backup, or a way to safely escape, and feed yourself to your opponents or their sentry guns. This is usually done by cocky Scouts, Heavies, Soldiers, and Demomen who thing they're too fast or strong to be taken down, but ultimately get destroyed. Players who over extend also put their Medics into the same dangerous situations, which either ends with the Medic following them to their doom, or wasting an Ubercharge just to escape. Over committing is when a player spends too much time doing one thing, and either dies an easily avoidable death, or wastes valuable time. This can be anything from staying in a fight, chasing an enemy, defending a point that is ultimately lost, or over extending. Pyros and Spies are the worst offenders of over committing with the infamous "W+M1" strategy (running straight at an opponent with the flamethrower and never stopping) and "butter knifing" (trying to stab someone to death after failing to land a backstab). This can also get your Medic killed if they stay with you throughout your pointless fights, resistances, and chases. To stop yourself from over extending, you need to know your limits and when to stop, retreat, and regroup to save yourself from pointless deaths, and dead Medics. If the other team is pushing in with five players, or has sentries and power classes defending a point, it's probably not a good idea to take them all on alone, or from the front. Well-designed maps have alternate entrances into choke points you can use to sneak up on your opponents. If all access points are being watched, you'll have to wait for an Ubercharge, or your team to gather up, so you can put up a fight. As for over committing, you just need to know if what you're doing or about to do is pointless or deadly, and analyze problems in your strategy, to prevent them. You are in no way honorbound to finish fights or see things through to the death. If the the future seems bleak, or you're getting nowhere by following a certain battle plan, retreat and try something else. Learn from your mistakes and apply that knowledge to future instances. Lastly, if you're a medic healing a player who's over committing or extending, just leave them. It might seem mean, or wrong, but you are the most important member of your team, and everyone (including yourself) should be doing what they can to keep you alive. It's better to let your teammates learn a hard lesson on not rushing into battle or wasting time, than dying with them and waiting through respawn time. Or they'll just blame you for abandoning them. In which case, screw them. Bonus tip: If you fail to stop a Scout or Spy and he gets behind your team, let them go and alert your team. They're either trying to distract you from fighting everyone else, are trying to spawn-camp, or will be back later. If you let your team know what's up, you can kill them when they return, pyros know to start spy-checking, or respawning teammates can quickly switch to pyro or heavy to chase them off. Also, spawn-camping is lame. Don't do it. I don't care what Shibby2142 told you. Stop being scared of competition, and let people actually play the game. TL;DR: Be mindful of your situation, and keep your Medic and yourself out of dangerous and/ or time wasting situations. --------- --------- "Team Service Announcement" is a series where the common mistakes and unused strategies of new and inexperienced players are blown out of proportion and explained in an attempt to help those who make them, as well as make my life less horrible. If you know someone who's new to the game, is in need of some pointers, or just want to spread the message, share the videos and help improve the community. If you're a frustrated player who would like something addressed, or a new player who would like something explained, leave it in the comments section, and maybe I'll animate it. Music: m-flo - Let Go (ft. Yoshika)
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