Author Topic: The Mann - Teacher:  (Read 21589 times)

Offline The Mann

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The Mann - Teacher:
« on: July 05, 2015, 06:34:45 pm »
Hello one and all,

Are you new to Guns Of Icarus and are looking for a player who knows most of the ropes?

or

Are you an experienced player who has not played for a while and would like help to recall?

The Mann, is at your service.

The Mann is a Moderator and Teacher who has a very nice voice and has played the game quite a lot.

With over 4000 games played, about 1900 hours of gameplay, I have fairly decent knowledge of Piloting and Engineering.

Fancy Flying a tough ship like a squid?
Or
Wish to understand the tools you use?

Let me know! Find me in game or message on this post and I will get back to you.

Worried that you are a low level player and need to use Novice Matches.
Not a problem! I am a teacher therefore I have special permission to help new players in a respectable habitat with players of similar level

If you do not wish to have a teacher but would like to know some information about a particular subject in game?

Private Message me! I will try my best to provide you with a simple to understand message containing all the information you wish to know!
« Last Edit: June 12, 2016, 03:44:48 am by The Mann »

Offline DaOrks

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Re: The Mann - Teacher:
« Reply #1 on: July 05, 2015, 06:38:16 pm »
*facepalm*

I just realised this is the lounge... I think I may have made a mistake. :-[

I mean the post is kinda casual conversation... sorta.

Offline Newbluud

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Re: The Mann - Teacher:
« Reply #2 on: July 05, 2015, 08:42:58 pm »
I have you as a friend in game and I currently face the issue of a rather demoralising plateau in skill. I have a good amount of game knowledge, at least for my level, but I still find myself going down and I struggle to figure out why. I also feel I have been unlucky in that MM continuously puts me against high-level stacked teams that have clearly teamed up and sat in a lobby together.

I know a lot of people say that level doesn't mean much, but to someone like me who is yet to hit 20 in any class, it does, and it's super frustrating.

Probably just ranting at this stage, as I've just left after four unsuccessful matches, losing streak is really killing my enthusiasm for the game and the losses always come from the same kind of enemies; the aforementioned high-levels that are all buddy buddy with each other and love to pubstomp.

What I'm saying is, I'd like to fly with you, if doing that might help me figure out some strats beyond "communicate" and "stick together". I think my play style is still very rudimentary and I would like to expand on it so I'm not just cannon fodder for a 45-across-the-board flak spire.

Offline Carn

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Re: The Mann - Teacher:
« Reply #3 on: July 05, 2015, 10:48:25 pm »
Some engineering stuff would be nice, example how to hit the main engine of a galleon, and how to get on the roof of a goldfish. And if you could give me pointers on piloting, that'd be great. Never really got someone to help with that, as my pilot level attests.

Offline Kamoba

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Re: The Mann - Teacher:
« Reply #4 on: July 06, 2015, 07:03:47 am »
I have you as a friend in game and I currently face the issue of a rather demoralising plateau in skill. I have a good amount of game knowledge, at least for my level, but I still find myself going down and I struggle to figure out why. I also feel I have been unlucky in that MM continuously puts me against high-level stacked teams that have clearly teamed up and sat in a lobby together.

I know a lot of people say that level doesn't mean much, but to someone like me who is yet to hit 20 in any class, it does, and it's super frustrating.

Probably just ranting at this stage, as I've just left after four unsuccessful matches, losing streak is really killing my enthusiasm for the game and the losses always come from the same kind of enemies; the aforementioned high-levels that are all buddy buddy with each other and love to pubstomp.

What I'm saying is, I'd like to fly with you, if doing that might help me figure out some strats beyond "communicate" and "stick together". I think my play style is still very rudimentary and I would like to expand on it so I'm not just cannon fodder for a 45-across-the-board flak spire.

Communicate and Stick together is great if you're after the kill. But if you learn counter ships and counter builds, you can work on split tactics, moat effective in 2v2 harder to pull off in 3v3 and 4v4.

Quite simply, your ship directly counters one enemy ship, for example Carro,flame squid to counter a Galleon. Then you tell your ally to focus on the Galleons Ally.
Be aggressive, charge them and then lure them away from each other, split them apart and grind your target to dust, if you snatch the kill before your ally, goto him and fight him off.

If you're playing against high level stacks, use your low level to your advantage, they will charge aggressively assuming another quick stomp or will set up ambush near map center, because newbies always charge forward) so take a position to the sides, if you're not being aggressive, find a position with good cover, few flanks and an.escape route. Playing with just this basic strategy on every match will make you less predictable.
If you're being stuck with unreliable allies too often, start stacking, if rematch fails but you got on well with the pilot you were with, PM them and invite them to crew form.

It is painful to play against stacked teams, but I cant stress how much "stacked" teams should be encouraged...
The more stacked teams there are, the more balances matches there will be, which means the pubs will be put together by themselves... So this would, by effect cure Stacked teams"stomping" pubs.

Unfortunately there is this habit which comes from other, inferior games where it is acceptable to blame people for playing with their friends...



After typing all.of that I realise, you're on the right path to filling ships :)

Offline nanoduckling

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Re: The Mann - Teacher:
« Reply #5 on: July 06, 2015, 07:56:00 am »
"If you're playing against high level stacks, use your low level to your advantage, they will charge aggressively assuming another quick stomp"
Not universally true Kam. If my crew get a little too confident I warn them not to underestimate novices (although a little bit of confidence never hurt anyone), plenty of novices have beaten me in a stack before and I'm wary of charging in when it is inappropriate. I charge based on builds not enemy. Of course I screw up and charge at the wrong time, but I do it against decent opposition too.

That said the spirit of Kam's remarks are true, you might find vet pilots charge more aggressively against you, and ambushes may work, but you will need a good ally. I cant stress that enough, your ally pilot needs to be someone who you can talk to and work with. You need a plan. Those 45s have one, and you will not win if you ally is silent, derpy or both. Find a pilot you like flying with, and fly with them regularly. Every game where I've won against a stack as pilot it has been because the other pilot(s) talked with me and we worked to a plan.

Also pay attention to the enemy build. If the match is horribly stacked they may be bringing a nerf build (one that is fun but basically crap) or a build that is easily hard countered (a build where a single ship used correctly will almost always win against it). A big problem in GoI is how non-linear skill in to performance out is. A team that communicates a little bit better, shoots a little more accurately, engineers with slightly better timing, positions the ship slightly better wont just be a little better than a ship that does those things slightly worse. They don't call them force 'multipliers' for nothing.

Offline Cheesy Crackers

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Re: The Mann - Teacher:
« Reply #6 on: July 06, 2015, 11:51:14 am »
That said the spirit of Kam's remarks are true, you might find vet pilots charge more aggressively against you
Aside from the fact that I aggressively charge anyone, I can confirm this.
And yes, you generally need a cooperative teammate who's willing to communicate if you're going to win matches. Building on that you're going to need the same kind of crew made up of either real life friends or people you meet in game. Half the fun is finding awesome people to play with.


And a question for you sir Mann, how come when I ask people to get on aft guns no one ever listens to me D: I feel so unloved.

Offline The Mann

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Re: The Mann - Teacher:
« Reply #7 on: July 06, 2015, 11:55:32 am »
And a question for you sir Mann, how come when I ask people to get on aft guns no one ever listens to me D: I feel so unloved.

With great power comes great responsibility. Most people are unaware of the power of the aft guns. They fear the aft guns...

It is best to let them fear. So long as the aft gun loves you, the crew love you too.  ;D

Offline Newbluud

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Re: The Mann - Teacher:
« Reply #8 on: July 06, 2015, 03:08:09 pm »


Unfortunately there is this habit which comes from other, inferior games where it is acceptable to blame people for playing with their friends...


Thank you for the advice. Copied and pasted into a word document for future reference.

i have to say the above quote stuck out to me most. I feel I must iterate that I absolutely do not condemn these people for choosing who to play with and how they enjoy the game. They play this way because this is how they get the most fun out of the game, not because it's the best way to prevent the fun of others.

However, this is what it does. Being on the other side of this, and still pretty inexperienced, the game just falls apart. It's extremely unfun and I do not want to find myself playing less and less for this of all reasons.

Offline Newbluud

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Re: The Mann - Teacher:
« Reply #9 on: July 06, 2015, 03:16:57 pm »
"If you're playing against high level stacks, use your low level to your advantage, they will charge aggressively assuming another quick stomp"
Not universally true Kam. If my crew get a little too confident I warn them not to underestimate novices (although a little bit of confidence never hurt anyone), plenty of novices have beaten me in a stack before and I'm wary of charging in when it is inappropriate. I charge based on builds not enemy. Of course I screw up and charge at the wrong time, but I do it against decent opposition too.

That said the spirit of Kam's remarks are true, you might find vet pilots charge more aggressively against you, and ambushes may work, but you will need a good ally. I cant stress that enough, your ally pilot needs to be someone who you can talk to and work with. You need a plan. Those 45s have one, and you will not win if you ally is silent, derpy or both. Find a pilot you like flying with, and fly with them regularly. Every game where I've won against a stack as pilot it has been because the other pilot(s) talked with me and we worked to a plan.

Also pay attention to the enemy build. If the match is horribly stacked they may be bringing a nerf build (one that is fun but basically crap) or a build that is easily hard countered (a build where a single ship used correctly will almost always win against it). A big problem in GoI is how non-linear skill in to performance out is. A team that communicates a little bit better, shoots a little more accurately, engineers with slightly better timing, positions the ship slightly better wont just be a little better than a ship that does those things slightly worse. They don't call them force 'multipliers' for nothing.

Shoulda replied in the above post but I forgot. I do try to pick builds that can counter, to an extent, but i feel this is where I start to have a problem in terms of skill. I might pick a good build for the match up but find myself not certain on how to pilot said build to its maximum potential. I cannot complain about my own lack of skill there, I can only learn.

The problem I face with having other pilots to fly with is twofold; firstly, my clan is small and I am the only person that would pick pilot as first choice in it (although I have been doing that less and less due to frustration with what I have said in this thread) and secondly, I feel other pilots might find my standoffish when I don't mean to be.

To expand on that second point, I do not argue and I'm not rude, but if they advise a build, a certain position, a revision of my own strategies, I will obey if it's not abjectly dumb advice, but I will always ask why. I feel some people feel a little offended by that, but I am not trying to insinuate they don't know what they are talking about or I know best, I'm trying to understand the reasoning behind a strat/loadout/action because knowing why will allow me to apply it in a different context independently.

I flew a Mobula with a bunch of Rydr's trying to get the underdog achieve. Whilst I've never had a more efficient crew, they did nothing but use the voice commands (as opposed to mics) to tell me what to do. I learned nothing.

Offline Kamoba

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Re: The Mann - Teacher:
« Reply #10 on: July 06, 2015, 03:25:31 pm »
I know its a catch 22 situation...
Hell I used to fly the same ship (pun intended) and even held a grudge against the Gents for a while when I first started until I realised, unlike other games, people do not intentionally stomp...
Its why I also encourage teams who find pub matches to have little challenge to get involved in competitive events, this is in my opinion the next step...

Novice - pubs - building a team - pub stomps (for want of better term) - competitive events...

If the teams played in comp skrims and events they'd likely okay more pub matches separately too, finding their lust for team play satisfied in events.
But that's just my opinion :)

As for the Ryders and voice commands, chances are they were in mumble thus they didn't use in game chat...
To be the best, beat the best... (Skrim taught me that)

Offline BlackenedPies

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Re: The Mann - Teacher:
« Reply #11 on: July 06, 2015, 05:08:12 pm »
Here are my tips:
Make sure everyone on your ship has the right loadouts. Use pilot tools all the time. Never be afraid to burn engines constantly.

Use engi stamina to run to guns or broken components. Use pilot stamina when you spawn or for turning/vertical. Avoid using pilot stamina for forwards/backwards unless you don't plan on needing it.

3 engineers. Guns don't need gunners and they're generally a liability. Bring a spanner mallet buff engi instead to buff important components and keep their gun buffed.

« Last Edit: July 06, 2015, 05:10:05 pm by BlackenedPies »

Offline nanoduckling

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Re: The Mann - Teacher:
« Reply #12 on: July 07, 2015, 10:27:35 am »
So this is pretty topical as Extra Credits recently did a run of videos on 'social difficulty curves':

https://www.youtube.com/watch?v=QuG7mIpVFc0 - Social Difficulty Curve - Easing Players into Communication - Extra Credits
https://www.youtube.com/watch?v=chFBWY7a9GI - Intermediate Social Curve Design - Introducing Cooperation Rewards - Extra Credits
https://www.youtube.com/watch?v=ggDB6eSyQf8 - Advanced Social Curve Design - Empowering the Community - Extra Credits

Not sure it will help you here, but it is a good watch for working out the way GoI fails in this regard (and I do think the social difficulty curve in GoI is exceptionally steep and uneven). You've pretty much hit the stage they talk about at the end of the second and start of the third video in the series where you are looking to form a cohesive unit capable of taking on some of the hardest challenges in the game.

What is great about social gaming is that these kinds of social challenges teach us things in pretty much the same way as mechanical challenges improve twitch reflexes and reaction times.

"The problem I face with having other pilots to fly with is twofold; firstly, my clan is small and I am the only person that would pick pilot as first choice in it (although I have been doing that less and less due to frustration with what I have said in this thread) and secondly, I feel other pilots might find my standoffish when I don't mean to be."

You've identified two social problems the game is setting for you if you want to reach your objective (beating the higher level stacks). The first is clan management and growth. The second is pilot compatibility. When I encounter problems like these in games with social components I treat them no differently that a puzzle in some horror game or some set piece in an FPS.

One perfectly valid response is to give up on the problem. If the objective isn't appealing enough or the work in to reward out is too small or I don't find the problem interesting to solve then just like I would stop watching a boring movie I'll stop working on dull social problem. You can even pick and choose a bit here. I have a decent number of folks who like to fly with me, but I don't have anything like the resources I could have if I was more active in clan management. I'm not really interested in clan management, so I just accept that some play sessions the random assortment of players who gravitate to my ship might be missing a top notch engineer or gunner.

I'm going to assume you want to solve some of these problems the game is throwing up at you, since you are interested enough in beating those 45 stacks to post about it in the forums and get frustrated at not being able to defeat them at present.

The first problem you can address by active recruitment. Keep in mind you don't need to get folks in you clan to have them fly regularly with your clan. You are looking for a few decent pilots you can regularly fly with. So when you run across good pilots pay attention to what they want. Are they bringing fun builds and looking to have a good time? Can you complement that? Is there a novice pilot with good instincts you can teach? Others have mentioned competitive. There are pilots who want to fly competitive but lack the motivation to put a team together themselves. If you have the resources to put together two ships maybe that is a way to recruit new pilots. Good pilots have something you want, you need to trade it for something they want.

As to the second problem, you may find experienced pilots who are willing to play with that style of socialisation. That said I would ask yourself - 'what do I want?'. If I had to guess I would say you are asking for explanations of advice for a two reasons. First you want to get better, and you cant generalise advice like 'the metamidion should avoid ramming' in the same way you can 'the metamidion should avoid ramming because it causes it to lose gun arcs and it is a ship that kills by keeping both guns in arc'. You might also feel like advice is criticism, which it usually is. I'm not going to tell you to do something differently unless I think the way you are doing something is currently sub-optimal. You want to make sure the criticism is justified since acknowledging it can cost social capital. Criticism is much easier to take from someone who makes it clear they respect you and value you and thus want you to improve, as opposed to someone who wants you to improve because they hold you responsible for the current difficult situation or is looking to punish you socially for your failings. I advise you to build trust with others so that you know they are engaged in the former and not the latter.

I can see a few other potential problems here, all related to command authority. If a ship is going to be effective it should have exactly one captain and that captains orders should be obeyed under almost all circumstances. If the pilot is getting orders from their crew then you have four captains, and four is greater than one. If folks want to be on my ship then I'm open to advice, although preferably outside of combat, but I make the decisions. It is important to also own the consequences of those decisions, if a crew member tells me that a charge on a spire is suicidal and I do it anyway and get us killed then I acknowledge they were right and move on. The voice commands are pretty problematic here. The only way for a gunner using voice commands to tell me the ship is out of arcs to the left is to say 'turn ship port side'. What experienced gunners mean isn't 'I order you, the pilot, to turn the ship to port', they mean 'if you want me to shoot the current target I need the ship turned to port'. This is likely a problem you encountered with the Rydrs, that and they were in their mumble.

Remember that you are engaged in a negotiation with your crew. From the Rydrs perspective you were getting a top level crew and an underdog win. At the same time you got a crew that basically handled ship management completely. It is okay to tell people if the deal on the table doesn't work for you. I've had crews like that and I've made it clear that I'm playing the game to pilot, not for chieves and I'd rather a crew who work with me than one I'm working for. I may be worse at ship management than my crew, but I cant get better at it by letting them do it.

The same problem arises between pilots. This depends a bit on game mode. 3v3 and 4v4 typically have one pilot step up and take command. This will usually be the most experienced pilot, but anyone with good target and positioning sense will be better than no one. It helps if you know how the builds are used. If I'm in a disable squid and a 30 pilot says 'Nano I'm guessing you are going to move in and disrupt their formation, once they are on you we will close and get a kill' then I already know this is someone who I can trust to manage the engagement. 2v2 is often more consensus driven as there is more time to build and execute a plan. If one pilot is considerably more experienced they may formulate the plan more independently though. That said pilots who can trust each other and know what it means when the other is using the imperative have an edge. I've won many marginal engagements flying with pilots I know because one of us said 'ram them' and the other just reflexively did it without stopping to think.

Discussions about how to do things differently, unless really quick and obvious, are for respawning and after matches. That said to earn the respect and loyalty of your ally and your crew it is necessary for some of the criticisms you are receiving to become obvious to you. Crews are not going to come back to a pilot unless they show they are learning from their mistakes, and neither will ally pilots. Make an effort to show you are learning from your mistakes and, so long as you don't make too many, folks will keep coming back to your ship.

Hope that helps!

Offline Newbluud

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Re: The Mann - Teacher:
« Reply #13 on: July 07, 2015, 08:52:35 pm »
So this is pretty topical as Extra Credits recently did a run of videos on 'social difficulty curves':

https://www.youtube.com/watch?v=QuG7mIpVFc0 - Social Difficulty Curve - Easing Players into Communication - Extra Credits
https://www.youtube.com/watch?v=chFBWY7a9GI - Intermediate Social Curve Design - Introducing Cooperation Rewards - Extra Credits
https://www.youtube.com/watch?v=ggDB6eSyQf8 - Advanced Social Curve Design - Empowering the Community - Extra Credits

Not sure it will help you here, but it is a good watch for working out the way GoI fails in this regard (and I do think the social difficulty curve in GoI is exceptionally steep and uneven). You've pretty much hit the stage they talk about at the end of the second and start of the third video in the series where you are looking to form a cohesive unit capable of taking on some of the hardest challenges in the game.

What is great about social gaming is that these kinds of social challenges teach us things in pretty much the same way as mechanical challenges improve twitch reflexes and reaction times.

I have actually caught these videos before. I'm not the biggest fan of Extra Credits, but I do feel they make a lot of solid points about game design and play. These videos have somewhat been on my mind as I fall further into the rabbit hole of this game. Good to know that I appear later on the spectrum, for this game, at least.

"The problem I face with having other pilots to fly with is twofold; firstly, my clan is small and I am the only person that would pick pilot as first choice in it (although I have been doing that less and less due to frustration with what I have said in this thread) and secondly, I feel other pilots might find my standoffish when I don't mean to be."

You've identified two social problems the game is setting for you if you want to reach your objective (beating the higher level stacks). The first is clan management and growth. The second is pilot compatibility. When I encounter problems like these in games with social components I treat them no differently that a puzzle in some horror game or some set piece in an FPS.


One perfectly valid response is to give up on the problem. If the objective isn't appealing enough or the work in to reward out is too small or I don't find the problem interesting to solve then just like I would stop watching a boring movie I'll stop working on dull social problem. You can even pick and choose a bit here. I have a decent number of folks who like to fly with me, but I don't have anything like the resources I could have if I was more active in clan management. I'm not really interested in clan management, so I just accept that some play sessions the random assortment of players who gravitate to my ship might be missing a top notch engineer or gunner.

I guess the objective extends to beyond just beating these stacks, but actually having confidence in each match I enter. I was going through a phase of assuming a loss every time I played. That's what I wanna beat. I want a loss to give me reason for losing, rather than just being "how the fuck?"

You feel? My last session went really well, which has brought about a bit more confidence in me (kudos to Mann for flying with me).

I'm not so much expecting top notch crew. In fact, until I understand all the higher-level play through experience, I'd rather have people on a level with me, as then we're communicating fairly and discovering new ways to play organically. That's fun. I think my only requirement for someone to fly with is someone who communicates what they need/want with space to compromise. (All too often I have found myself yelled at for not getting a charging pyra off my team mate instantly when I'm busy trying to survive a merciless Blenderfish two quadrants away).

I'm going to assume you want to solve some of these problems the game is throwing up at you, since you are interested enough in beating those 45 stacks to post about it in the forums and get frustrated at not being able to defeat them at present.

The first problem you can address by active recruitment. Keep in mind you don't need to get folks in you clan to have them fly regularly with your clan. You are looking for a few decent pilots you can regularly fly with. So when you run across good pilots pay attention to what they want. Are they bringing fun builds and looking to have a good time? Can you complement that? Is there a novice pilot with good instincts you can teach? Others have mentioned competitive. There are pilots who want to fly competitive but lack the motivation to put a team together themselves. If you have the resources to put together two ships maybe that is a way to recruit new pilots. Good pilots have something you want, you need to trade it for something they want.

You are right. It does feel that, the low player pop and retention, makes it hard to find a reliable ally who isn't already further committed to someone else. I mean, my clan has seven players in it. We entered the game with eight but one decided he didn't like the game immediately and left, the others are less reliably online. We can just about fill one ship regularly. Recruiting is something I have thought about. i would like to invite other people to our clan if they are relatively green to the game and show promise. I just don't wanna seem pushy.

And yes, you can get people to fly with you when not in the clan, but because we use teamspeak, it's easier to be part of the family so to speak. I'll be more proactive in adding friends and requesting the same in return, that way I have a list of people I can try and crew up with.

I usually trust the other pilot to take a build they fly best and feel is applicable to the situation. I will strategise with their build. For example, if we're a long range mob and feel it would work well against out enemies, we won't change, however if we have a metamidion ally, we'll build our plan around their ship working in tandem with ours (which usually ends up as us taking shots for that chip damage and disable, eventually sicking our guard dog ship on people who get to close - or if we get one kill and switch to the other, it becomes more safe for us to split up and double team).

By standoffish, I mean that, upon receiving advice, most higher levels I have met see the word "Why?" as a challenge to their game knowledge. To the point where I've been told "you don't need to know why, just do it!" after I had already accepted the given loadout.

As to the second problem, you may find experienced pilots who are willing to play with that style of socialisation. That said I would ask yourself - 'what do I want?'. If I had to guess I would say you are asking for explanations of advice for a two reasons. First you want to get better, and you cant generalise advice like 'the metamidion should avoid ramming' in the same way you can 'the metamidion should avoid ramming because it causes it to lose gun arcs and it is a ship that kills by keeping both guns in arc'. You might also feel like advice is criticism, which it usually is. I'm not going to tell you to do something differently unless I think the way you are doing something is currently sub-optimal. You want to make sure the criticism is justified since acknowledging it can cost social capital. Criticism is much easier to take from someone who makes it clear they respect you and value you and thus want you to improve, as opposed to someone who wants you to improve because they hold you responsible for the current difficult situation or is looking to punish you socially for your failings. I advise you to build trust with others so that you know they are engaged in the former and not the latter.

I can take criticism so long as it is constructive. For example, not being so obsessed with carrying drogue on mobula due to a traumatic experience against a lumber spire and grabbing something better for a vertical escape. I feel I'm good at taking criticism, so long as that criticism is justified. Even from some high-level players, if they don't explain their problem with what I did, they might as well just be giving me the common advice I get from lower levels; "Ready up!"

I can see a few other potential problems here, all related to command authority. If a ship is going to be effective it should have exactly one captain and that captains orders should be obeyed under almost all circumstances. If the pilot is getting orders from their crew then you have four captains, and four is greater than one. If folks want to be on my ship then I'm open to advice, although preferably outside of combat, but I make the decisions. It is important to also own the consequences of those decisions, if a crew member tells me that a charge on a spire is suicidal and I do it anyway and get us killed then I acknowledge they were right and move on. The voice commands are pretty problematic here. The only way for a gunner using voice commands to tell me the ship is out of arcs to the left is to say 'turn ship port side'. What experienced gunners mean isn't 'I order you, the pilot, to turn the ship to port', they mean 'if you want me to shoot the current target I need the ship turned to port'. This is likely a problem you encountered with the Rydrs, that and they were in their mumble.

Remember that you are engaged in a negotiation with your crew. From the Rydrs perspective you were getting a top level crew and an underdog win. At the same time you got a crew that basically handled ship management completely. It is okay to tell people if the deal on the table doesn't work for you. I've had crews like that and I've made it clear that I'm playing the game to pilot, not for chieves and I'd rather a crew who work with me than one I'm working for. I may be worse at ship management than my crew, but I cant get better at it by letting them do it.


Yeah, ha. I really lost my spine after being what felt like such a dead weight compared to the other three on my ship. I panicked, I feel. Tried to do everything they said but sometimes they were damn pushy beyond what I could reasonably do.

"Increase ship altitude" *balloon is gone*

I feel, in that match in particular, our let down was team composition. If I remember correctly, we had a mid-long range mobula, two metamidions and a carrofish. It could've worked, but no one could get in and we couldn't effectively trade off at range.

It's just, at this point where I have more knowledge than I have skill, I find myself lacking confidence in making my own decisions, should i be with a crewmate who is calling shots from a higher level. I should probably stop that, because I know how I fly best, and that might not be the most efficient for their play, but I am ultimately responsible for survival of our ship and coordination with others. Thanks.

The same problem arises between pilots. This depends a bit on game mode. 3v3 and 4v4 typically have one pilot step up and take command. This will usually be the most experienced pilot, but anyone with good target and positioning sense will be better than no one. It helps if you know how the builds are used. If I'm in a disable squid and a 30 pilot says 'Nano I'm guessing you are going to move in and disrupt their formation, once they are on you we will close and get a kill' then I already know this is someone who I can trust to manage the engagement. 2v2 is often more consensus driven as there is more time to build and execute a plan. If one pilot is considerably more experienced they may formulate the plan more independently though. That said pilots who can trust each other and know what it means when the other is using the imperative have an edge. I've won many marginal engagements flying with pilots I know because one of us said 'ram them' and the other just reflexively did it without stopping to think.

Yeah, this lines up with the social curve that you brought up earlier. I need more pilots that I trust and, in turn, trust my judgement.

I don't feel my judgement is bad (although I'm a little sketchy for constantly changing my focus ship), but I lack confidence in it when it's challenged. When it isn't, however, I can happily take charge, usually to reasonable effect.

Discussions about how to do things differently, unless really quick and obvious, are for respawning and after matches. That said to earn the respect and loyalty of your ally and your crew it is necessary for some of the criticisms you are receiving to become obvious to you. Crews are not going to come back to a pilot unless they show they are learning from their mistakes, and neither will ally pilots. Make an effort to show you are learning from your mistakes and, so long as you don't make too many, folks will keep coming back to your ship.

Hope that helps!

Often, criticism is non-specific or without context. "You let us get into a 2v1."

That's fine, but what about my positioning, aggression or movement put us in that situation? I can't avoid making the same mistake if I don't know what it was that put me there. I am absolutely not a meatgrind player, and will often be quite conservative unless I see a very quick kill on the table. So, I need mistakes that I don't spot in my own self-evaluation to be explained by the people blaming me for failures. A lot of people don't bother to do this.

Either way, I hope that clears a couple of things up about myself and how I play/communicate. But your advice is sound, and I'll take it on board.

Just gotta dust of the old friendship cap and extend a few grubby handshakes/clan invites.


« Last Edit: July 07, 2015, 08:58:56 pm by Newbluud »

Offline Newbluud

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Re: The Mann - Teacher:
« Reply #14 on: July 07, 2015, 08:54:04 pm »
And thank you!