General Information
Register Time: 14 Nov 2013, 01:47 AM
Broadcast: https://www.twitch.tv/gdotdot
Steam: 76561197972083544
Residence: United States
Nationality: United States
Game Name: G.dot
If you want to try out new team-strats, it is almost always better to find 3 friends that are willing to listen to you and queue up as a premade.
When dealing with randoms, your list of priorities is:
- Pray that you get people that can communicate with you
- Be diplomatic with those people; you only have a few seconds to convince them
- Whatever is decided, just go with the flow
- Try your best to win, so that you get better teammates next time
1. Regardless of which strategy is the optimal one (objectively, or subjectively), you should always do what the team has agreed to do. Antagonising your teammates will never get you anywhere. Why?
- As you pointed out, 4v4 is not 4x 1v1, nor 2x 2v2; it's a 4v4
- By antagonising your teammates (even if they are wrong), you are only adding toxicity, which makes the game more miserable for everyone
2. You need to understand that your teammates (if they are communicative at all), may be used to only doing 2x2 splitting strats. Being introduced to something new that contradicts previous knowledge is enough to make people feel defensive/nervous (e.g., look at the reaction to Despe's medic bunker placement video)
It looks like you have had a bit of time thinking for your opening strat. However, you have to consider that you are playing with randoms, and you only have 20-30 secs of time to affect their opinion. That won't always work.
Most people at the lower levels will have only tried 2x2 splitting. Since this is the only strategy they have tried, this is probably the only strategy that has won them games. You need to understand that people will be apprehensive towards going for something that contradicts past experience.
3. You need to understand that your strat is only valid for the opening phases (and only for some of the maps). You will need to adapt your strat at some point.
This means that once the enemy adapts, so must your team. Thus, to pull of your strat, you need to be able to coordinate with your team again, to shift the balance of power again.
For the reasons explained in #2, it may be difficult to convince people to follow your opening strat, in the first place. Convincing people to change the plan half-way through may even be more difficult than that.
4. In order for your scheme to work, you have 3 guys that triple-team (overpower) one fuel spot. However, you also have 1 guy that has to go solo against 2-3 enemies. Unless that one guy knows what he is supposed to do, they will be miserable/quit/blame you.
The guy that goes solo needs to clearly understand that:
- They are only there to delay the enemy team
- They can, and will be flanked mercilessly, thus they should always have an escape plan
- they need to play the attrition game in a way that minimizes the risk to their own units (rather than kill enemy troops)
- They will, eventually, be overwhelmed, and need to do their best to avoid giving support weapons to the enemy team
Most people aren't primed to play this role, unless they have done this before.
Thus, if you really want to convince your team to do a 3x1 split: - Offer to be the guy that goes solo
- Ask everyone to triple-team the desired fuel point
- If the team refuses, you kow-tow and go for their strat
- Otherwise, you have the green light and you do your thing
A lot of good literature here for many players to read. Also typically muni is more important early on rather fuel. Strategy should always be map and opponent dependent.