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Communication And Coordination Are Not Exploits Or Bullying


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#61 nehebkau

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Posted 15 January 2016 - 07:11 AM

Communication OP
Be quiet Sycocys -- we all know you OLDs dont communicate...
me: "Whats the plan?"
OLD: "GET OFF OUR LAWN!"
me: "not much of a plan"
OLD: "Uh. Shoot them in the face until they bleed out their bottoms?"
..... entire match no talking ...
OLD: after convincing win "STAY OFF OUR LAWN!"
me: "Uh... wtf just happened? Why do you guys even use raidcall? Are you borg?"

Edited by nehebkau, 16 January 2016 - 11:11 AM.


#62 sycocys

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Posted 15 January 2016 - 07:20 AM

View Postnehebkau, on 15 January 2016 - 07:11 AM, said:



Be quiet Sycocys -- we all know you OLDs dont communicate...
In a drop with an old:
me: "Whats the plan?"
OLD: "GET OFF OUR LAWN!"
me: "not much of a plan"
OLD: "Uh. Shoot them in the face until they bleed out their bottoms?"
..... entire match no talking ...
OLD: after convincing win "STAY OFF OUR LAWN!"
me: "Uh... wtf just happened? Why do you guys even use raidcall? Are you borg?"

We are just pugs that don't like people on our lawn.

Also raidcall is broken so we have to communicate telepathically, there's a lot of bugs in that system and you never want to hear what JP is really thinking about - (its not Chimichangas like you'd expect).

Basically though most of us in the core of the unit have been so since shortly after closed beta, and we just log on to more or less bullsh*t with each other for a dozen matches a weekend.

There really is no secret to the OLD method, as you stated its - Go forth and shoot them in the face then do it some more until we start shooting each other in the face.

#63 Mechteric

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Posted 15 January 2016 - 07:25 AM

So we should not separate College Football and the NFL? Or maybe High School Football would be the more appropriate comparison?


I think the communication/coordination is certainly a factor of, but what it really comes down to is the need to match approximate skill. It would be no fun to watch any college football team get clobbered by an NFL team, and the same applies here.

Edited by CapperDeluxe, 15 January 2016 - 07:25 AM.


#64 sycocys

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Posted 15 January 2016 - 07:29 AM

View PostFen Tetsudo, on 15 January 2016 - 07:10 AM, said:

Again, who is pretending this? I've been following most these threads, and I don't recall anyone every claiming that communication and coordination is bullying. Can you cite a quote or something?

This is just some frothy nonsense where people want to try to minimize the fact that coordinated teams that regularly drop together have a substantial advantage over uncoordinated pugs.

Even teams like OLD who spend most of the match talking about whats going on in life and yelling at antz08 for chewing on aluminum foil can operate on automatic because most of us have been playing together for 3 years. Our match communication and battle planning isn't miles above pug level, but our experience together means we shouldn't be dropping against pugs because we have a decided advantage of much experience in coordination.

Some teams and people are willing to own up to the fact we have an instant advantage, most unfortunately are too selfish/childish to.

#65 Prof RJ Gumby

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Posted 15 January 2016 - 07:52 AM

Disclaimer: I'm a CW unitless pug, jumping around factions. Some thoughts here.

I agree the newbs and the struggling could really use some pillows added to soften their landing in CW world. This is a harsh environment. I like it that way, but I realise not everyone needs to.

I agree that there needs to be some spot for casuals in CW, just so the very time and resource consuming part of the game won't be restricted only to like 5-10% of the playerbase. You know, business model, earnings, that stuff. Can't jump over it. CW kinda doesn't pay its bills for PGI as of yet.

The problem with 'dividing queues' or any other solution like that is that it would have to be executed in such a manner that the unitless CW would be a kiddie pool, good for getting your bearings or earning that Loyality Level 2 Mechbay. Sort of an introduction to CW. Otherwise the playerbase WILL more or less slowly all gravitate to the easier Q. For various reasons.
(I'm quoting myself here):

1. First the actual solos and newbies will go to the unitless Q (practical reasons)
2. Then the sealclubbing lovers/c-bill rackers will follow them (nefarious reasons)
3. Then the weakest units will disband, for being penalised for having a casual unit with entry fees and facing only better organised enemies. (frustration-related resons)
4. At this points some other units will disband because of increased wait times and go to unitless Q. (practical reasons)
5. Big and/or well organised units will get bored with nobody to fight. Some ghostdorp planets for rewards, some will stop playing, some disband and go to unitless Q (frustration-related reason).

Thus, everyone will end up in the unitless Q, making the unitless Q a carbon copy of current CW, only without unit tags. Effect: it's actually slightly worse that it has been.

It's not about who likes to stomps who, who wants challange and who wants handholding. It's how it will end up.

Edited by Prof RJ Gumby, 15 January 2016 - 07:52 AM.


#66 Azzgaroth

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Posted 15 January 2016 - 08:04 AM

View PostSoultraxx, on 15 January 2016 - 03:29 AM, said:


I agrre with some of what you say about transient players.

Moving further down - Im sure a drop commanders going to love having to keep repeating himself or stop fighting to type out an order because I cant hear what is being said.
You know what its like having to type in the heat of the action - its not feasible.

Moving further down. Yep it only takes a few seconds to load TS. But how many drop commanders or team members are going to like team members with young families having to go afk because their son/ daughter/ wife/ husband needs them for one of a hundred things that pop up each day?


Average player in MWO is around 35 year old... YES most of us understand what young children is about. We understand you have to go afk to do something to help your wathever in real life. Most of us will even understand you have hard time hearing so they gonna do something to include you better in the team. Its an old timer game, not another COD generic game for kids. Not wanting to get in a unit is a personal choice. Most of player in MWO want to have FUN and training new recruit is kind of rewarding when it succed.


#67 RussianWolf

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Posted 15 January 2016 - 09:44 AM

So bored with CW threads in the General library. Didn't they give you guys your own library for all this?

"But no one sees it over there"

Then doesn't that tell you how interested the majority is in CW?

#68 wanderer

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Posted 15 January 2016 - 09:54 AM

And yet, rather than expand CW in a way that makes it interesting for the majority, they neatly mess up the already thin queue numbers by splitting it in two, in a way that's easily gamed.

GGclose.

#69 sycocys

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Posted 15 January 2016 - 10:47 AM

View Postnehebkau, on 15 January 2016 - 07:11 AM, said:


me: "Whats the plan?"[/color]
OLD: "GET OFF OUR LAWN!"[/color]


Also, how much more of a plan do you need?

#70 Deathlike

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Posted 15 January 2016 - 01:02 PM

View PostJaxRiot, on 15 January 2016 - 10:38 AM, said:


How would it cost the game a sizable segment of the current playerbase?

For those players that think that CW should be for Unit play will still have that option. In spades.

The only thing that they lose is the ability to farm Pugs. And if thats the deal breaker for them, then thats just proof that a separate que was actually needed because they were never actually interested in competitive game play anyway and were only in it for the easy wins.

Making the game mode more causal friendly only helps. Most gamers today play multiple games and are far more casual than previous generations, and having a game that is more appealing to the masses brings in more players that will hopefully stay longer or at least make MWO one of the games they play regularly.

Currently CWs motto of "Join A Unit Or Get Rekt" is a turn off to most of the casual players. The old, the new, and the potential players alike

They either choose not to participate in CW, or just decide MWO isnt for them and walk away. Neither is good for the game as a whole in regards to player retention


I have no problems wanting to help out the casuals.. but there's a point where completely dumbing down the quality (because "it's not fair") is not the way to do it.

Even when we had all those events (Tukayyid, and ones similar to it), the way to succeed for the faction was literally to band together, with unitless and solo players willing to listen (including other units of course), and make the best of the situation.

Teaching people success is harder than it looks.. but once you taste it, breed it, and demonstrate it repeatedly, that is how you bring confidence to solo players.

Fighting players equal to your skill is one thing - it's problematic if your skill isn't good though. Teaching players skills of lower levels does NOT translate well at higher levels. I still find people chasing the first dorito/squirrel or try to 1v1 the enemy target, only to be annihilated by 2 or 3 players nearby/next to him. This is what I see all the time with many solo players (let alone ones in units).


I'm not sure how much fight I have on this matter - but the reality is that putting together players or equally low skill only serves to breeds habits that almost NEVER translates at higher levels (let alone comp play). That's now how you build better players or a community. Teaching good habits (especially through a community hub) is VITAL to the success of the game.

I've been on both sides on this matter (being an even worse scrub before), and the differences between organized and unorganized is night and day. There's just so much to learn, but not a lot of people to teach and practice it with only serves to keep bad players/units doing bad tactics and then they are left wondering sometimes to what they are doing wrong.


Casuals can benefit... but only if they are willing to listen.

Segregating them to their own queue only serves to limit their understanding, and then complain "it's too hard" when jumping to the next level of play.

You'll never know what's hard until you experience it. Putting together people with little to no experience, only exposes them to nearly non-existent adversity.

Edited by Deathlike, 15 January 2016 - 01:04 PM.


#71 MischiefSC

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Posted 15 January 2016 - 02:46 PM

View Postadamts01, on 15 January 2016 - 05:03 AM, said:

That's good that you mostly run in to pugs as a pug team, nothing much should change for you then. From the unit side of things, I quit because we ran in to nothing but pugs also. It was a straight up race to see who could get the most kills. I like good fights, win or lose, and there were few to be found in CW. This might change that.


The problem that drove that and still drives it is the attack vs defend queue. Attack flips worlds and needs a 12man, so units almost always drop attack queue. So if there are units on both sides they're dropping attack queue and pugs are dropping defense, even when you're begging them not to. In faction chat they'll say 'Yeah, but at least I'll get a fast drop'. You tell them 'You're going to be pugging with 11 pugs vs a 12man and get rolled. All you're doing is losing the world faster and feeding them wins. Come drop attack queue, we'll split up and mix with you'. They decline, they get eaten. If you can starve the enemy attack queue by keeping your pugs out of defense you can more or less force the units on the other side to switch to defense to get matches so you can play them directly and still take the world.

That's why I'm for combining attack/defend. That's a big part of the issue.

As I said before, all for making a tagless queue. Just don't let it compete with the tagged queue for flipping worlds, otherwise you more or less obligate everyone to exploit it to better take worlds. It's like playing with graphics on low - if you play competitively you more or less have to, because the other guy does and it provides an advantage. The team that exploits that advantage is more likely to win so you either do the same or you quit because you're never going to be able to keep up.

View PostFen Tetsudo, on 15 January 2016 - 07:10 AM, said:

But no one has said that communication & coordination are exploits or bullying.

More strawmen. Just because solo noobs are bad at communicating and coordinating play doesn't mean that they don't want to. Its like you are angry at them for not getting to your level of play overnight or something.

Again, who is pretending this? I've been following most these threads, and I don't recall anyone every claiming that communication and coordination is bullying. Can you cite a quote or something?


The need to learn the basic communication and coordination skills is one of my main concerns about a tagless queue. You're effectively cutting those players off from everyone who could really help them.

There is no 'strawman' in this argument; the idea that units are 'farming' and such and only want to beat up on tagless pugs is the strawman here. The idea that organized teams beat disorganized teams is somehow a balance issue is saying exactly that - that communicating and coordinating is some unfair trick or tool that nobody else has access to and that people who do communicate and coordinate are all just doing it to stomp over those who don't.

That's the basis of this whole problem and argument and it's false. This isn't about units vs non-units because pug groups full of unit tagged people get stomped just as often by top tier teams as tagless pug groups do. This is a natural product of an environment without a matchmaker - the best players and the worst players in the same place, playing the same matches and periodically coming into conflict.

Sometimes bad players and good players interact and bad players get better. Bad players who want to become good players will improve more from that then from 10,000 drops with other bad players because that's how you see what works vs what doesn't work. That's literally how humans improve, it's why pro sports even solo stuff like gymnastics, weight lifting and track all still play in teams and have coaches.

The issue is not and has never been 'teams vs pugs'. It's been 'good players in a team game vs bad players in a team game'. There's a big segment of bad players who don't want to improve. They don't want to get better, they want left alone to be bad. If this game had an actual deathmatch or Solaris mode that is one thing - it doesn't. So they sandbag every team they are on and are pretty much guaranteed to always lose to good players who understand that communication and coordination in a team game is a huge advantage. CW is the most team-oriented aspect of MW:O. Teamwork is more powerful there than any other mode so the gap between good team players and bad team players is larger.

That is however totally unrelated to the teams themselves - it's the players approach to teamwork. So yeah, all the 'teams are bullying pugs' is a flat out lie. Units all pug and we all deal with the same issues; if you pug on a team that doesn't communicate or coordinate you get rolled by those who do. The difference is that we're not blaming that on the other team all having the same unit tag, nor are we saying they're seeking us out. We recognize why we're losing.

Which is why I'm for a split queue under the right circumstances. I'd rather play with team-oriented people in a team v team game, because that wins.

#72 AEgg

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Posted 15 January 2016 - 03:18 PM

View PostMischiefSC, on 15 January 2016 - 12:29 AM, said:


And I can get behind it. Handled intelligently it can be a sort of 'training queue' that some people never leave. That's okay. CW is hard and it's supposed to be.

The problem is getting to flip worlds without having to actually play against anyone good on the other faction and in punishing big units for.... being big units.


I've mentioned this several times already, but if each queue is 50% of the result, it's not a problem. If you don't field teams, you can't possibly do better than 50% wins, and thus the best you could possibly achieve is a tie, and that only if you don't have a single loss in the solo queue.

#73 MischiefSC

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Posted 15 January 2016 - 04:30 PM

View PostAEgg, on 15 January 2016 - 03:18 PM, said:


I've mentioned this several times already, but if each queue is 50% of the result, it's not a problem. If you don't field teams, you can't possibly do better than 50% wins, and thus the best you could possibly achieve is a tie, and that only if you don't have a single loss in the solo queue.


No, you just have an alt you drop in pug queue with. It also means that you can lose a world to people who never have to fight you. That's not just unfair it's absurd. It makes CW utterly pointless; just put in a leaderboard. You earn 'points' for your faction and we can all cheer and be happy at how many points our faction made because of what color background we picked for our forum badge.

It completely and utterly removes any point to having a 'CW' environment. You've just got a pug queue and a group queue independently earning points towards the same goal. You're not beating the other side, you're just beating whoever is in your same skill range and who picked the opposite color of forum badge.

I totally understand AEgg that you either don't understand or completely don't care about CW as being something other than exactly what pug/group queue is and that an open competition in an open field has absolutely no appeal to you - you only ever want to play with carefully selected opponents who are in the same skill range as you are now, so you can never ever have to improve or change and still always win about 50% of the time. If you show up you get to flip a coin for your win, take the exact same prize as an olympic gold medalist and go home with a big smile.

We already have it. Having something more than that is the only reason to have CW as something other than leaderboards for pug/group queues. Do you have to burn CW down to enjoy pug queue? Does it threaten you? I'm at a loss as to why the fact that it exists seems to challenge you.

#74 Sandpit

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Posted 15 January 2016 - 06:35 PM

View PostNovakaine, on 14 January 2016 - 11:09 PM, said:

Posted Image

Posted Image
Posted Image

I couldn't have said it better myself

#75 Felicitatem Parco

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Posted 15 January 2016 - 06:45 PM

View PostMischiefSC, on 14 January 2016 - 10:11 PM, said:

Communication and coordination are skills. Just like aiming, learning to position on the map, learning how to build a good mech, throwing a ball or driving a car. They take effort and energy to develop and apply.

They are not hax. They are not exploits. It's not 'cheating' to communicate and coordinate with other people better than the other team. They are the fundamental tools that separate a good team from a bad one; unit tags are irrelevant. People who are willing and able to communicate and coordinate tend to join units, hence unit players tend to make and participate in teams that beat people who are not good at communicating and coordinating.

I get the need to have a pug queue with a matchmaker. I support it, cheered for it, have fought to maintain it apart from a group queue, I'm all for it. However CW is about larger conflicts; factions vs factions. It strongly rewards those skills - communication and coordination.

Attempting to punish people for doing that well isn't just stupid, it's counter-intuitive. Splitting queues is just introducing a 2-tiered matchmaker. People who can communicate and coordinate are on one side (unit queue) and people who are not good at it are on the other (solo queue). That is split because people with those skills (communication and coordination) tend to destroy those who can not.

That's why sometimes, seemingly magically, a pug team or mixed team beats a 12man. Because that 'pug' team was full of people who communicated and coordinated. That's it. Having the same tag provides no magic super-powers, no special wall hacks or aimbots. Joining a unit however tends to (not always) help you develop communication and coordination skills, the same way using direct fire weapons helps you hone aiming and targeting skills. There is nothing, absolutely nothing, that units have at their disposal to win a match that a pug team doesn't. It's not about tech or builds or even the mouse and video card you use, even the video settings.

I also get that there's a desire to split people who are not as good from people who are good. Games between good players and bad players are one-sided and the bad players don't have fun in matches where they lose consistently, especially if they are unwilling or unable to improve those skills (communication and coordination) that the other team used to beat them.

This isn't about unit tags though. The only reason it feels like units whumping on pugs is because people who communicate and coordinate tend to join units. It's not the joining units though or the unit tag or membership that makes them win against people who play solo.

It's that communication and coordination are valuable and powerful skills in a team v team game. If anyone chooses not to hone their skills at coordination and communication they will absolutely and universally lose to those who do.

That's not a failure in game design it's a failure in how someone plays. The money of a bad player spends the same as a good players money and to a degree we want to have room for people who are not that good to still play and have fun.

That doesn't equate to people who are good, who have worked on those skills that win (aim, positioning, understanding the games play and mechanics, communication and coordination), as doing something wrong. Things like splitting the queue in CW are a concession to people who are comparatively bad and the game and don't want to do what would make them better still play. It is NOT 'protecting the poor innocent puggles from those mean unit bullies'.


You think I'm not good at this game because I am not in a unit?

Dismissed.

#76 Captain Stiffy

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Posted 15 January 2016 - 06:49 PM

Parking and murdering everyone as they drop instead of completing the map objective most certainly is somewhere in the realm of both of those things and that happens pretty much every single time when it's premade vs. pug.

#77 Sandpit

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Posted 16 January 2016 - 02:00 AM

View PostProsperity Park, on 15 January 2016 - 06:45 PM, said:

You think I'm not good at this game because I am not in a unit?

Dismissed.

I honestly think you're completely misunderstanding what Mischief is saying there.

#78 Yosharian

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Posted 16 January 2016 - 06:15 AM

View PostMischiefSC, on 14 January 2016 - 10:11 PM, said:

Communication and coordination are skills. Just like aiming, learning to position on the map, learning how to build a good mech, throwing a ball or driving a car. They take effort and energy to develop and apply.

They are not hax. They are not exploits. It's not 'cheating' to communicate and coordinate with other people better than the other team. They are the fundamental tools that separate a good team from a bad one; unit tags are irrelevant. People who are willing and able to communicate and coordinate tend to join units, hence unit players tend to make and participate in teams that beat people who are not good at communicating and coordinating.

I get the need to have a pug queue with a matchmaker. I support it, cheered for it, have fought to maintain it apart from a group queue, I'm all for it. However CW is about larger conflicts; factions vs factions. It strongly rewards those skills - communication and coordination.

Attempting to punish people for doing that well isn't just stupid, it's counter-intuitive. Splitting queues is just introducing a 2-tiered matchmaker. People who can communicate and coordinate are on one side (unit queue) and people who are not good at it are on the other (solo queue). That is split because people with those skills (communication and coordination) tend to destroy those who can not.

That's why sometimes, seemingly magically, a pug team or mixed team beats a 12man. Because that 'pug' team was full of people who communicated and coordinated. That's it. Having the same tag provides no magic super-powers, no special wall hacks or aimbots. Joining a unit however tends to (not always) help you develop communication and coordination skills, the same way using direct fire weapons helps you hone aiming and targeting skills. There is nothing, absolutely nothing, that units have at their disposal to win a match that a pug team doesn't. It's not about tech or builds or even the mouse and video card you use, even the video settings.

I also get that there's a desire to split people who are not as good from people who are good. Games between good players and bad players are one-sided and the bad players don't have fun in matches where they lose consistently, especially if they are unwilling or unable to improve those skills (communication and coordination) that the other team used to beat them.

This isn't about unit tags though. The only reason it feels like units whumping on pugs is because people who communicate and coordinate tend to join units. It's not the joining units though or the unit tag or membership that makes them win against people who play solo.

It's that communication and coordination are valuable and powerful skills in a team v team game. If anyone chooses not to hone their skills at coordination and communication they will absolutely and universally lose to those who do.

That's not a failure in game design it's a failure in how someone plays. The money of a bad player spends the same as a good players money and to a degree we want to have room for people who are not that good to still play and have fun.

That doesn't equate to people who are good, who have worked on those skills that win (aim, positioning, understanding the games play and mechanics, communication and coordination), as doing something wrong. Things like splitting the queue in CW are a concession to people who are comparatively bad and the game and don't want to do what would make them better still play. It is NOT 'protecting the poor innocent puggles from those mean unit bullies'.

Please let me beat the **** out of uncoordinated PuGers with my uber pro unit group... please???

#79 Zolaz

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Posted 16 January 2016 - 08:27 AM

PGI has run most of the big units off from the game. PGI has made a minimally viable product (in CW) that a fraction of the original player base is actually playing. Instead of making fixes and working on CW, PGI is just cranking out more mechs.

How many years has CW been promised and what has PGI delivered?

#80 Aresye

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Posted 16 January 2016 - 09:27 AM

View PostMischiefSC, on 14 January 2016 - 10:11 PM, said:

Truth

After being on a team of 12 solos that nearly 48-0'd another team of 12 solos, I'd say personal skill goes a long way as well.

A high level competitive player dropping solo can generally carry a team of solos against an average to below average 12man unit. With 2-3 of his buddies from the same comp unit, they can cause issues for pretty much any 12man unit, including teams like KCom and MS.

Communication and coordination are important, but there's no fixing bad. You can have a team that follows orders to the letter, but if the majority of them can't kill an ant, you aren't going to be winning that match.





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