Bombast, on 31 December 2017 - 11:01 PM, said:
I'd just like to point out that QP is also really easy to lose in by calling/listening to callers.
It's just a pet peeve of mine. A good drop caller can swing a game, yes, but solo callers are just like solo players - At least 60% of them have no idea what in the hell they're doing.
Sorry, just hate the 'over appreciation' the forum has for non-group callers. Getting sick and tired of losing matches because the ghost-voice talking to the team over the internet suggested we should camp our spawn and wait for the enemy, or some equally stupid ploy. Mics don't make right.
Nope. Though 12 people following a bad idea is better than 12 people with no plan at all or playing like they just want to be the last one to die.
Calling in QP is a bit of an art. you make it super simple and you need to be set to be the one to go down in a blaze of glory first. Call targets, help with situational awareness, note 'Hey X, you're most our teams remaining armor'. They'll usually push up and everyone else often will stick with them.
Just make it super, super simple. Usually it starts with 'Remember everyone - one team pushes, the other team tends to get rolled. We want to be the team that pushes'.
Then, super simple, 'Let's go up the right to G7 and fight from there' or 'We need to take up top. We don't want to be the team that gets pushed off and smashed, we want to be pushing and smashing'.
You make short references to how matches get lost and say you don't want to be that guy, because that's what people tend to remember.
Also, call targets. It just takes 2 or 3 people focusing fire to swing a match in a big way.