Kahadras, on 10 January 2015 - 04:19 PM, said:
Few people seem to use chat or bother reading what other people are saying. I wouldn't have minded so much if people had left me to die and formed some kind of meaningful firing line towards C5/C4. Instead they presented an open flank and the opposing team picked them off 1 by 1. It's depressing to die early on in a game. It's even worse to die early on, have almost nobody lift a finger to help and ignore all the your warnings.
joelmuzz, on 10 January 2015 - 06:12 PM, said:
Probably desensitized to people calling for help/attack in unreachable canyons on that map.
For all the non JJ's the canyon/hilltop next door may as well be the other side of the map.
Very hard map to keep a grouped team.
I've had that happen many times. It's why I wrote both this guide and my other offering, and why I felt driven to understand what was happening. What you're seeing in many cases is herd mentality in action. Most players have some idea that they need to work together, and that simply running off is a Bad Thing. But if no one takes the first step, players may just proceed along with the team, doing the same thing they normally do on that map, and not react until it's too late. It's also hard for some players, particularly new people, to focus on what's coming up on text chat while their fighting - I've missed chat messages many times because I'm staring down my sights servicing targets. They may also not realize the tactical import of what you're telling them. When you see they're just going to get rolled, it's a better use of your time to just duck out of spectating the match and drop in another Battlemech.
Hit the Deck, on 10 January 2015 - 11:27 PM, said:
Assaults are often the most cautious - which can indeed become timidity - because of the Maxim of Irrevocability. Simply stated: many actions an assault 'mech takes are irrevocable. If the Atlas on your team makes the decision to leave cover and advance, he often cannot revoke that decision. He's just to slow; he'd take lethal damage trying to turn around and get back into cover, so he has to commit. Combined with the vicious cycle encouraging ranged combat - and the fact that several Assault chassis make excellent missile boats - this often makes an Assault driver too hesitant to commit to a course of action and accept the damage that action entails. This is definitely frustrating and counterproductive behavior, but remember that they're doing it for a reason, not just being cowardly or dumb. Try to remember that they've been trained to be that way, because if you let their actions get to you, well...
They'll make you stupid.
Seriously, they will; neuroscientific research has shown that when people get angry, their ability to perform higher reasoning functions is reduced. I have to apologize for not sourcing this, but my Google search feed is clogged with touchy-feely self-help and better living blogs to the point I can't get at the source research. Regardless, it's pretty well established that when you get significantly frustrated, your brain starts to go from "let's think about a solution to this dilemma and resolve it with rational decision-making and action, good sir" to 'HIT WITH ROCK!" This is useful when we're in a dangerous situation, but less so in a simulated dangerous situation - and not at all when the simulated situation requires higher decision-making to excel.
This is also an additional reasoning - aside from basic courtesy - for never raging at your teammates, no matter how much they deserve it. They may indeed be the kind of people Margaret Sanger warned us about, but telling them so is never going to help them play better (nor was Sanger actually right.) It will just make them play more poorly, and may (depending on the game and situation) make them decide to actively grief you.