Is that not the biggest LSM failing a lot of the good and great players get watered down by the lots of not very good players that are just there to run around as a SM shooting at stuff. And i see a lot of the good/great players geting salty with the "PUGS " when the only thing left to win is being ignored and to much for 1 squad to do.... and after a few games of rince and repeat it starts to grate
That's the pronlem for sure. I think things would be better in a guild where people can get better as a team together, it would cut down the frustration levels. Fact is we all gotta start somewhere. PUGs can be great, won a fortress defense vs CSM guild today, it was a great fight and both sides said congrats to each other after, it was close. And everyone was positive and kept guiding everyone and saying stuff like "keep it up we can do this" or "nice kill so and so". And we turned what probably should have been a loss into a win. Even CSM said it should have been a win for them, and they were right. Positivity helps so much. It helps others talk and communicate, ask questions, drop markers on capture points and transports. All good!
But there are just days you keep queuing into playing with the same old group who wants to play their way. Even had to melta bomb our own vindicator the other day cause Rank 1 dude refuses to leave it and cracked both gates before depleting tickets. Then I wanted the team to see what happens when you don't deplete tickets and apparently they are fine with assaulting B with 200 spawns left in it.
It's true for sure, a lot of the times people just don't care. They are super casual or whatever, or arnt competitive players, I get it. Sad part is when you start playing as a team, the game becomes much more fun even if you don't win. Makes ya feel like you gave it your best, and you went down in s blaze of glory with your buds instead of by yourself.
I'm going to add my tips for a beginner Space Marine player. These are the things I wish I knew when I started, but have learned over time. I'm avoiding covering anything the first poster did. 1. The roles of the classes are as follows... Tactical - Ranged main weapon: your primary role is to Capture points, do this as much as possible Devastator - Ranged main weapon: your primary role is to Defend, you are very vulnerable on your own so work with others Assault (Jump) - Melee main weapon: your primary role is to Attack, your mobility is your greatest strength Apothecary - Melee or Ranged main weapon: your primary role is to Heal your teammates, you're the only class that can choose between a Ranged and Melee main weapon (have two different loadouts, use the one best suited to the situation) Assault (Ground) - Melee main weapon: your primary role is to Destroy the enemy wherever you find them, your shield can protect you and sometimes your allies 2. Which class to pick first... If you prefer Ranged Weaponry choose Tactical first If you prefer Melee Weaponry choose either Assault (Jump) or Assault (Ground), between the two the Shield on Assault (Ground) makes you more likely to survive and therefore I would recommend this for Melee beginners If you like Healing you should already know you want to play the Apothecary class 3. If you can't decide which class you prefer to try, pick Tactical first. Why? Because your role is to Capture points, so you will quickly become familiar with the most important parts of every map. Knowing where everything on the map is, where enemies like to hide and where they like to attack from is useful. These are places you need to know well and places you need to be. 4. If you're looking at the RTC (cash shop), the one weapon that will make a big difference is the Sternguard Bolter. This is because it has a drum magazine, with 60 rounds instead on the usual 30 AND a scope fitted as standard. You can equip this on the Tactical and Apothecary classes. None of the Melee weapons have such notable advantages over their normal counterparts. 5. Do not fall into the trap of playing Devastator (the heavy class) first. This is a specialised role usually for defence and the weapons are typically slow to use. Also you do not have the same freedom of movement that the other classes have. The way a Devastator is normally played (Defensively) is different from the heavy classes of other factions. In many situations, an Assault (Ground) is a better choice if you like defending and is usually better in tight indoor spaces. 6. If you simply must play Devastator first, because everyone loves BIG GUNS, here are a few tips. Brace your weapon on a wall, for steady aim. Make sure you have good sight lines where you expect the enemy to approach. Avoid firing into enemies being melee attacked by teammates, let them do their job by NOT accidentally killing them.
All good, but I'd also like to give a different take on 2 points: 1. Regarding the Sternguard Bolter, I would in fact not suggest people buying it. The scope is not a useful mod at mid range since it significantly limits your field of view, and having a drum mag right from the start does not help cure those trigger fingers. Another thing to note is that once you get all the mods for the bolter, you probably would have already developed your own playing style and build your own custom bolter from Master Craft, leaving the Sternguard useless. If you absolutely want a bling bolter I would suggest buying the Gilded Bolter instead. 2. Devastators do not always brace. It makes them immobile and most veteran players know where people would tend to brace. It is important to balance bracing/hip firing/kneeling stances to make a successful devastator, always alert of your back and surroundings, and taking shots from unexpected places. Just my two cents.
Well 2 games in a row that was a win!!!!! sooo happy first win in 3 and a half hours lol Got to say love my Gravgun set up on me tac guy
Good weapons for races. Eldar: Rapid Fire Weapons: Stormbolters, Heavy Bolters, etc. Slower heavier hitting weapons have a harder time hitting the Eldar, saturating them with rounds brings them down and prevents them from using their smaller size to avoid weapons. Don't bother with headshots unless they are absolutely still. They flips and jump way to much to focus on, even with the giant silly Xenos hats. Eldar are most vulnerable at Mid to close range. Most if not all of their melee weapons are Sword based meaning Maces, axes and more can shatter them. That and their flipping and jumping can be brought down when they need to deal with you up close. Just mind their stupid kick. Orks: Anti Toughness weapons: Plasma, Vengence Stormbolters, etc. Orks are naturally tough targets and are also bulky (basically a large box in rough shape). They are not very fast either (relative to other races) so clocking an Ork with a Plasma blast is more viable than doing the same with a Chaos marine or Eldar. If you use rapid fire weapons (like standard Stormbolters, or a Bolter with a larger mag), aiming for the head (even with their headshot resistance) is easy with it being so big. Take aim, and unload into their filthy face. Besides the Dakakguns and the like, Orks at long range and less dangerous than the others. At close range, Orks are basically "easy mode" in melee (for the Ork, not the SM.). Try to keep the Ork at a distance, melee only when needed. CSM: Again Anti toughness weapons: CSM bulk allows for good hits. Don't bother with headshots as the smaller target in the chaos of battle is more than difficult. Focus on sorcerers to remove any source of explosive powers or healing. Havocs are next with their Autocrut*cough*... Autocannons. Do not engage them at range and try to get rid of the quickly, they are inherently not mobile due to the class so hitting their stationary head is easier. Beyond that other classes are all equal in their "purge them in this order" list. Medium Range is a good range to keep CSM at. Try to close the distance, to prevent Havocs from becoming a problem. PURGE WITH SKILL BROTHERS!!
It's worth noting that Smart Pistols aren't as bad a choice against Eldar as against the other Factions. Their generally lower survivability means the reduced damage is less of a problem, while the tracking makes it easier to hit the fast moving target. Its especially good against Swooping Hawks.
One thing i think that has to be added is PUSH TO BLOODY POINT DONT JUST STAND THERE YA DOLT! (aka so many times i see random pugs groups just staying at the door ways just shooting into a mostly cleared point that needs to be taken/interrupted to win but nope they just do peeka a boo i shoot you and any friendly that manages to flank and tries to get the point) leading me to the 2nd thing to add DONT SHOOT OR HIT YOUR DAM TACT THAT'S GETTING THE POINT! (so many times ive been hit by friendly when enemies are around, when they arent around, when some one decies they want the cap points or sadly when they think i am CSM because a GIANT BLUE MARINE= chaos...) Sorry for the rant/rage type post.