Marik_SteeleTo rule in hell...Join Date: 2002-11-20Member: 9466Members
Depends largely on what team they're on and role they're playing. (Example: skills needed for comm overlap with those for on foot, but both roles have their own unique subsets).
To me, the following apply to all good players, either team, any role: 1. Voice communication. The amount of text needed to compensate for not being able to hear or speak to people via voice comm will practically render you immobile while you type, or vulnerable while you read. 2. Knowledge of the map, particularly resource locations, vent systems, and popular staging points for attacks/defense. 3. Reserves going anywhere alone for unique occasions where it is necessary (I.E. parasited marine purposely going rambo for 30 seconds in hopes of confusing enemy and scouting), otherwise always goes in groups of 2 or more.
I may come up with more when I think about it again.
<!--QuoteBegin--Marik_Steele+May 29 2003, 04:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marik_Steele @ May 29 2003, 04:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Depends largely on what team they're on and role they're playing. (Example: skills needed for comm overlap with those for on foot, but both roles have their own unique subsets).
To me, the following apply to all good players, either team, any role: 1. Voice communication. The amount of text needed to compensate for not being able to hear or speak to people via voice comm will practically render you immobile while you type, or vulnerable while you read. 2. Knowledge of the map, particularly resource locations, vent systems, and popular staging points for attacks/defense. 3. Reserves going anywhere alone for unique occasions where it is necessary (I.E. parasited marine purposely going rambo for 30 seconds in hopes of confusing enemy and scouting), otherwise always goes in groups of 2 or more.
I may come up with more when I think about it again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 4. (in the case of marines) People who follow the comms orders - and don't go rambo style :/
The people who help their team. For example a skulk that saves an attacked RT. Or skulks that parasite every marine they see. Or players that kill the opposite team's buildings. You see what I mean.
Someone who can kill decent but also will put his team before himself ( Suicide on those mines, be the "bait", defend hive/base, ect). Its the kind of player that makes your team better.
I also think that a killing machine is a good player because its not only just point and shoot, killing takes strategy also. Alot more goes into it than what some people realize.
Personally, I believe a player is good when I have fun playing with him. Simple, isn't it? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
i see several ways of being a good player 1) listens to the comm and does as he is told 2) looks through almost an entire room/area for aliens so he and his squad doesnt get annihilated 3) marines that sometimes go behind the lines and builds in a hive while the aliens dont even have any idea of this (kinda have a problem with it though) 4) marines who dont constantly ask for junk also 5) marines who dont go rambo unless the comm say's he can thats how i see it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> also its helpful when a skulk with max carapace keeps running into mines like a mine clearer (when dc's are around)
id say its 3 things not in any order of importance:
1. ability (aim, kills, avoiding death etc) 2. knowledge(knowing the maps, and what does what) 3. Teamwork( helping out your team, following orders, making usefull sugestions etc)
Thats if you mean good as in, more likley to help you win. If you mean good as in fun to play with, then they simply need to be friendly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
<!--QuoteBegin--Nemesis Zero+May 29 2003, 05:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 29 2003, 05:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personally, I believe a player is good when I have fun playing with him. Simple, isn't it? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I?m with you on that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'd have to say the only defining characteristic of a good NS player is the ability to bunny hop endlessly. This goes both for the Frontiersman and the Kharra!
A person that not only knows their skill level but plays to it. ie: "Comm dont waste an HMG on me, i'll be the welder monkey" or "I'll go in first cause I suck as skulk" or "I can't hit the broad side of a barn so I'll build, you cover"
<!--QuoteBegin--MMZ>Torak+May 29 2003, 12:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ May 29 2003, 12:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A person that not only knows their skill level but plays to it. ie: "Comm dont waste an HMG on me, i'll be the welder monkey" or "I'll go in first cause I suck as skulk" or "I can't hit the broad side of a barn so I'll build, you cover" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I dont see how a player that knows his talents is a good player, after all you did just say he sucks as a skulk.
Now on to what I think is a good player
1)Ability to kill, which varies, some are better than others, but without this ability, you can follow all the waypoints, build all the structures, and be bait, but without a few people on your team that can kill, it doesnt do a damn bit of good.
2)Knowledge of maps, very important, especially the vent system as a skulk, thats very key.
3)Knowing when the commander/alien leader is wrong, and to deviate from a strategy to better the team.
4)Not to panic in clutch situations, and NEVER get surprised or jump out of their seat, a good player must be calm and stay sharp.
Number #1 is the most important, when most people talk about a skill of a player, they usually talk about one thing, how well that person can kill.
A good player is someone who goes where he is needed. If he has great FPS skills and would best benefit the team by going rambo/gorge hunter, he should do so. If he is better in a support role and would best benefit the team as a gorge/umbra lerk or builder/defender, he should do so. If he is needed at a specific location immediately, he had better hurry. And he must be in constant communication with the commander/teammates in order to determine what the team needs at that moment.
Basically, being a good player means maximizing your effectiveness for the team. Be all you can be.
A player that knows his talents (or lack there of) won't put his team in jeopardy for his bad mistakes. For example I prefer to play Aliens simply because I don't have the best Aim Skill, (it was a major attraction to me that in NS my lack of aiming wouldn't be that much of a detriment) so I don't often take HMG's or shotty's. I will take the welder or GL. If a person knows they are a terrible skulk, better that they are the first one through the door to be eaten alive by the marines on the other side, rather than the uber skulk that can easily kill 3-4 marines w/o carapace.
Knowing your limits and not putting yourself in a situation that will hurt your team makes you a good player IMHO.
I think that knowing your strengths and weaknesses are important, but dont necessarily make a good player, they make a good teammate. We all know that some of the best players skill wise aren't necessarily the best team players. Skill and intelligence and communication have to be present in any good player. But take a look at who you think the best players are. They tend to be dominant at what they do, whether it being killing lots of skulks, jping a hive, leading a team to victory, chomping 3 marines and then their base, or taking down 2 marines with healspray. While some people play to their specialties I respect and admire the people who tend to be dominant in all areas (or at least more than one)
Skill, in order from most important to least important:
1. Aim. Come on, you are nothing without aim. While this is the most important skill, it also is the <b>least</b> important at the same time; IMO it's not too hard to aim a virtual gun. I know a lot of people can't do it, but once you learn how to it remains a snap. Aiming comes first, and then it comes last.
2. Teamwork. Good coordination with a team is often times the hardest thing to do. Having good coordination with good aimers is better than having "okay" coordination with excellent aimers. Once people learn to aim good, teamwork is absolutly essential.
3. Knowledge. This is important, but in reality you don't need everyone on the team to know exactly what he's doing; it helps yes, but if he has at least one other person to follow then knowledge becomes less important.
If I had to divide these percentages out of 100%, I would say:
-A good player is always in good humor. Angry players focus too much on one thing and lose.
-A good player adapts to the situation at hand.
-A good player understands the concept of the game, and how to win.
Now, I didn't mention kills, becuase that will happen along the way. I've seen excellent players that know when to NOT attack. And because of that we are able to siege a hive or sucessfully kill a group of heavy marines, because they were controlled. It are those guys that follow all three of the basic ideas I bulleted above that define a good player to me. If you can shoot well, great. But if you understand the game, follow orders, and can evade all enemy and get to that waypoint unknown. Even better.
<!--QuoteBegin--Hellbilly+May 29 2003, 06:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hellbilly @ May 29 2003, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Nemesis Zero+May 29 2003, 05:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 29 2003, 05:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personally, I believe a player is good when I have fun playing with him. Simple, isn't it? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I?m with you on that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> me 3..
if your having fun cos the guy is making the game fun then he is more than fullfillings his role <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I could care less about a player who can ensure that his team wins every round. Or the ability to kill anthing he sees. THe more important thing is that the game is fun.
I found that some of the "best" players in terms of skill tend to be the most annoying, bossy, and un-fun to play with.
Give me a n00b who will yell into voicechat as an alien jumps out and bites his leg off and scares the crap out of him over a "elite" veteran anyday.
<i>The use of the term Veteran does not intend to reflect poorly on our veteran testers.</i> A "elite" veteran is a skilled player who only plays their way and any other tactic/person be damned.
I would say a good player, is someone that follows the comm, knows the game inside and out, and then is fairly skillful, I mean if you can kill more then you are bound to help your team out more, however if you know ur not too good at killing then try to build more while others cover.
A team player, whatever you are doing needs to help the team, this can involve many kills or not, as long as it is in the right place. If you are with your team in a key battle, and not running around by yourself looking for other enemy loners who won't even do any significant damage.
Also, a good player is not a lamer, does not do things to antagonize either team with no real purpose (see definition: Spawn Camping, it's in there somewhere)
My definition of a skilled player:
Someone who stands out in a whole, a person doing their share of work for the team <b>and then some.</b> Skilled people can easily win 1v1 fights with enemies, and this is a great asset in large battles, these people have the capability to do a great deal of damage by themselves, and while this should not be done, it is good to know that it can be if necessary (see Definitions: Lone Wolfing, Ramboing, Two pronged attack)
My two cents. Also, love the new emoticons <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> and even <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
<!--QuoteBegin--FireWater+May 29 2003, 12:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ May 29 2003, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4)Not to panic in clutch situations, and NEVER get surprised or jump out of their seat, a good player must be calm and stay sharp. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think that never being suprised is very important. My roommate and I were spectating a game (1.1 pug). He is also a gamer but does not play NS. He commented that one of the players was caught by suprise and said "I thought all these guys were supposed to be really good, I've never seen you get suprised like that". I just smiled and shrugged. It's extremely important to be aware of avenues of attack. Knowledge of where your enemy is coming from can mean the difference in who wins the battle (insert GI Joe motto here).
<!--QuoteBegin--klatu+May 29 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (klatu @ May 29 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a player can be good player without being able to kill a single skulk/marine ? ..eeh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Actually yes. It all depends on the situation. If that player leads the other team away from a strategic point or into a successful trap. Then it really doesn't matter if you killed them or not.
Know your abilities. If you cant aim worth a crap, grab a welder <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--FireWater+May 29 2003, 05:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ May 29 2003, 05:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Number #1 is the most important, when most people talk about a skill of a player, they usually talk about one thing, how well that person can kill. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> True John, but thats because most games are FPS, where killing is all there is to it.
IMHO situational awareness is most important. A good player should know where the enemy players are and what they're doing. Of course this awareness is wasted if you can't kill them or don't know how to reach them quickly, so map knowledge and a good kill ratio are very important too.
My definition of a good player would be one who consistently and significantly contributes to his teams chances of winning. There are several ways in which to do that.
I would not consider a player good unless they have at least some acceptable ability to kill the enemy. If you play enough games, at some point every member of the team will come upon a situation in which they must kill an enemy for the survival of the team.
Situational awareness is also important, a good player will know where the aliens are all around the map without the need for motion tracking, and a good alien will know what the marines are doing without parasite.
And the inteligence/experience to use information in a way that will help the team or hurt the enemy.
Listening to the commander is important, but with a good commander and good players, they should be in tune with each other as far as the strategy to be used. So ideally orders are not very important, since the players should be working towards the correct goals without need for orders. With a team of truly good players the commander simply becomes an information gathering device, and a way to get upgrades.
1. Makes playing the game more fun 2. Gives me confidence that what he intends to accomplish, he will accomplish 3. Tries to accomplish things which make sense, and encourages others to do the same
Really, 2 and 3 go back to 1, but in game-specific ways. The only thing worse than someone who can't get rid of a tf or kill a skulk charging down a hallway is someone who spends a lot of time and effort building wols we don't need or destroying expansions that can and should be ignored. When somebody tells me he's going to kill a couple marines on their way to our hive and actually does that (perhaps even with a little help!), the game is more fun.
Comments
To me, the following apply to all good players, either team, any role:
1. Voice communication. The amount of text needed to compensate for not being able to hear or speak to people via voice comm will practically render you immobile while you type, or vulnerable while you read.
2. Knowledge of the map, particularly resource locations, vent systems, and popular staging points for attacks/defense.
3. Reserves going anywhere alone for unique occasions where it is necessary (I.E. parasited marine purposely going rambo for 30 seconds in hopes of confusing enemy and scouting), otherwise always goes in groups of 2 or more.
I may come up with more when I think about it again.
To me, the following apply to all good players, either team, any role:
1. Voice communication. The amount of text needed to compensate for not being able to hear or speak to people via voice comm will practically render you immobile while you type, or vulnerable while you read.
2. Knowledge of the map, particularly resource locations, vent systems, and popular staging points for attacks/defense.
3. Reserves going anywhere alone for unique occasions where it is necessary (I.E. parasited marine purposely going rambo for 30 seconds in hopes of confusing enemy and scouting), otherwise always goes in groups of 2 or more.
I may come up with more when I think about it again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
4. (in the case of marines) People who follow the comms orders - and don't go rambo style :/
Someone who can kill decent but also will put his team before himself ( Suicide on those mines, be the "bait", defend hive/base, ect). Its the kind of player that makes your team better.
I also think that a killing machine is a good player because its not only just point and shoot, killing takes strategy also. Alot more goes into it than what some people realize.
1) listens to the comm and does as he is told
2) looks through almost an entire room/area for aliens so he and his squad doesnt get annihilated
3) marines that sometimes go behind the lines and builds in a hive while the aliens dont even have any idea of this (kinda have a problem with it though)
4) marines who dont constantly ask for junk
also 5) marines who dont go rambo unless the comm say's he can
thats how i see it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
also its helpful when a skulk with max carapace keeps running into mines like a mine clearer (when dc's are around)
1. ability (aim, kills, avoiding death etc)
2. knowledge(knowing the maps, and what does what)
3. Teamwork( helping out your team, following orders, making usefull sugestions etc)
Thats if you mean good as in, more likley to help you win. If you mean good as in fun to play with, then they simply need to be friendly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I?m with you on that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I dont see how a player that knows his talents is a good player, after all you did just say he sucks as a skulk.
Now on to what I think is a good player
1)Ability to kill, which varies, some are better than others, but without this ability, you can follow all the waypoints, build all the structures, and be bait, but without a few people on your team that can kill, it doesnt do a damn bit of good.
2)Knowledge of maps, very important, especially the vent system as a skulk, thats very key.
3)Knowing when the commander/alien leader is wrong, and to deviate from a strategy to better the team.
4)Not to panic in clutch situations, and NEVER get surprised or jump out of their seat, a good player must be calm and stay sharp.
Number #1 is the most important, when most people talk about a skill of a player, they usually talk about one thing, how well that person can kill.
This is how I feel.
Basically, being a good player means maximizing your effectiveness for the team. Be all you can be.
2) Voice
3) Usefull chatbinds
4) Acting like a leader
Knowing your limits and not putting yourself in a situation that will hurt your team makes you a good player IMHO.
...and knowing is half the battle. YO JOE!
1. Aim. Come on, you are nothing without aim. While this is the most important skill, it also is the <b>least</b> important at the same time; IMO it's not too hard to aim a virtual gun. I know a lot of people can't do it, but once you learn how to it remains a snap. Aiming comes first, and then it comes last.
2. Teamwork. Good coordination with a team is often times the hardest thing to do. Having good coordination with good aimers is better than having "okay" coordination with excellent aimers. Once people learn to aim good, teamwork is absolutly essential.
3. Knowledge. This is important, but in reality you don't need everyone on the team to know exactly what he's doing; it helps yes, but if he has at least one other person to follow then knowledge becomes less important.
If I had to divide these percentages out of 100%, I would say:
Aim 50%, Teamwork 40%, and Knowledge 10%.
-A good player adapts to the situation at hand.
-A good player understands the concept of the game, and how to win.
Now, I didn't mention kills, becuase that will happen along the way. I've seen excellent players that know when to NOT attack. And because of that we are able to siege a hive or sucessfully kill a group of heavy marines, because they were controlled. It are those guys that follow all three of the basic ideas I bulleted above that define a good player to me. If you can shoot well, great. But if you understand the game, follow orders, and can evade all enemy and get to that waypoint unknown. Even better.
I?m with you on that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
me 3..
if your having fun cos the guy is making the game fun then he is more than fullfillings his role <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I could care less about a player who can ensure that his team wins every round. Or the ability to kill anthing he sees. THe more important thing is that the game is fun.
I found that some of the "best" players in terms of skill tend to be the most annoying, bossy, and un-fun to play with.
Give me a n00b who will yell into voicechat as an alien jumps out and bites his leg off and scares the crap out of him over a "elite" veteran anyday.
A "elite" veteran is a skilled player who only plays their way and any other tactic/person be damned.
My definition of a good player:
A team player, whatever you are doing needs to help the team, this can involve many kills or not, as long as it is in the right place. If you are with your team in a key battle, and not running around by yourself looking for other enemy loners who won't even do any significant damage.
Also, a good player is not a lamer, does not do things to antagonize either team with no real purpose (see definition: Spawn Camping, it's in there somewhere)
My definition of a skilled player:
Someone who stands out in a whole, a person doing their share of work for the team <b>and then some.</b>
Skilled people can easily win 1v1 fights with enemies, and this is a great asset in large battles, these people have the capability to do a great deal of damage by themselves, and while this should not be done, it is good to know that it can be if necessary (see Definitions: Lone Wolfing, Ramboing, Two pronged attack)
My two cents. Also, love the new emoticons <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> and even <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
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I think that never being suprised is very important. My roommate and I were spectating a game (1.1 pug). He is also a gamer but does not play NS. He commented that one of the players was caught by suprise and said "I thought all these guys were supposed to be really good, I've never seen you get suprised like that". I just smiled and shrugged. It's extremely important to be aware of avenues of attack. Knowledge of where your enemy is coming from can mean the difference in who wins the battle (insert GI Joe motto here).
Actually yes. It all depends on the situation. If that player leads the other team away from a strategic point or into a successful trap. Then it really doesn't matter if you killed them or not.
Know your abilities. If you cant aim worth a crap, grab a welder <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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True John, but thats because most games are FPS, where killing is all there is to it.
I would not consider a player good unless they have at least some acceptable ability to kill the enemy. If you play enough games, at some point every member of the team will come upon a situation in which they must kill an enemy for the survival of the team.
Situational awareness is also important, a good player will know where the aliens are all around the map without the need for motion tracking, and a good alien will know what the marines are doing without parasite.
And the inteligence/experience to use information in a way that will help the team or hurt the enemy.
Listening to the commander is important, but with a good commander and good players, they should be in tune with each other as far as the strategy to be used. So ideally orders are not very important, since the players should be working towards the correct goals without need for orders. With a team of truly good players the commander simply becomes an information gathering device, and a way to get upgrades.
2. Gives me confidence that what he intends to accomplish, he will accomplish
3. Tries to accomplish things which make sense, and encourages others to do the same
Really, 2 and 3 go back to 1, but in game-specific ways. The only thing worse than someone who can't get rid of a tf or kill a skulk charging down a hallway is someone who spends a lot of time and effort building wols we don't need or destroying expansions that can and should be ignored. When somebody tells me he's going to kill a couple marines on their way to our hive and actually does that (perhaps even with a little help!), the game is more fun.