The death of teamplay in Battlefield 3

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Part 4 (Read Part 3 – Teamplay is not what you think)
Index

The Battlefield 3 community in Australia is very fond of some features no longer found in the game. The first of these is in game voice and the second is the commander role. The cries are loud for bringing these features back to improve teamplay, especially on public servers.

I have never played as the commander in BF2. After watching a youtube video the impression I get is the role boils down to issuing macro commands to squads, dropping ammo and vehicles. Or something. For the sake of this post we only care about issuing of orders to squads. “Attack here”, “Defend here” etc.

Battlefield 3 handed this feature off to the squad leader, so the option is still there, just without the overall “strategy” from one person overseeing it. Before looking at the efficacy of one guy telling you where to go, or even your squad leader we need to remember one thing – teamplay is the decisions you and your team mates make in relation to each other. With this in mind would an overall guy telling you where to go generate lots of teamplay options? In my opinion it would not. The orders the commander can give are very broad. Go to B. Defend A.

This is nothing to do with teamplay. If teamplay was heavily dependant on the interplay of different squads, mapwide then this would be the case. However because commander is so macro and not about individual interplay we end up with something that is not really about teamplay.

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Not to say that commander is useless, I think it would be a decent feature to include, just remember it will not create excellent teamplay by itself, as it is too big picture. What if it was smaller scale? It would not work – issuing commanders to individuals that may or may not take note of them or issuing commands at some crazy rate like an RTS to take into account player movement?. No thanks!

In game voice is the other feature repeatedly mentioned that would improve teamplay. Again I have to disagree. With spotting there is less requirement to call out enemy players. With the map there is no requirement to tell your teammates where you are so they can adjust their play accordingly. Playing defence in 4v4 (squad rush) on metro I can look and see that one guy is in lockers and two guys are at plants. With the map it is even possibly to see where the players are facing and with that information place myself at the best possible position. This is in stark contrast to quakeworld that ban team overlay in higher divisions and force players to use binds and voice to slow down the flow of information. If battlefield 3 did not have the map or spotting then I can understand voice being more important. Because of its existence the smaller scale of teamplay is unneeded. A scenario is required to illustrate how the game would work without the map. Defending first mcocm on metro squad rush.

Player1 – I am at lockers covering corridor
Player2 – I am at right garden covering side stairs
Player3 – I am at gates mid covering front stairs lifts and back stairs

From this I can then make my play* which will be acceptable until my team mates move, which without the map would be communicated using voice.Keep in mind that these can change – if three enemy push lockers then one of the players outside rotating to either shoot them in the back or assist inside is beneficial.

*Lockers side door to cover backstairs/right hand lifts/left hand lifts for those interested.

Teamplay is the small scale movement interplay of team mates, it is helped by voice comms but much is done with no specific communication. This is especially true in BF3 where the map can facilitate most movement.

Situnational Awareness as a Primer to Battlefield 3 Teamplay

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This is part 2 of a series about teamplay
Read Part 1 – Teamplay is not what you think
Index

Sidebar: Situational Awareness and Teamplay

There is a post on reddit about situational awareness in Battlefield 3. It is a good post, but at the same time a very basic post; albeit a very long wordy, basic post. The ideas it discusses are basic tenets of FPS games. The fact that this post is so popular yet basic and garners much attention after more than 15 years of FPS (Quakeworld being the first) is a somewhat sad statement about gamers. Firstly the fact that it is popular and is linked to frequently indicates that players are not really learning, even after all this time. Secondly, in the same vein, the fact that it is linked to points to the fact that there is very little content out there about this sort of thing. And there really is not that much content. Want to aim better or talk about mice/keyboards? Not a problem. Discussions about what to do in situation XYZ? Not a chance.

That post is the start of good team play. That post is about self, but can easily be expanded into team. That post is FPS basics, but also key to understanding FPS, by yourself and as a team.

Most players get hung up on improving aim, while this is good to a point* the reason you lose 1v1 fights is because the other guy is more aware than you are. He knows you are coming and is preparing before he sees you. On the other hand you playing on reaction.

On top of situational awareness gaming is about creating opportunities and position that gives you the advantage. Decisions and actions in game that are the “safe bet” are generally the better option, even in pub games. That is a topic for another day, possibly never since it is difficult to articulate into words.

*Reliable mouse, low sens, decent mat. Stop changing your sensitivity.

Read Part 3 – Teamplay is not what you think

So what exactly is team play in Battlefield 3?

This is part 3 of a series about teamplay
Read Part 2 – Situational awareness as a primer to teamplay
Index

Teamwork is small scale thing – a squad is a good size, two squads make it difficult to keep track of important things, but at the same time just flooding an enemy position is also teamplay.
Teamplay at a most basic level. An example of team play would be reading the game, seeing what your squad mates are doing and filling in the spot that is vacant, assisting them, or reacting to a situation based on how your nearby team mates are playing. It is not dropping ammo next to a team mate.

Teamplay boils down to small scale tactics.

Examples of teamplay at a basic level

Your squad is in a room with two entrances, defending. You cover two players per entry. An enemy squad tries to push the left hand entrance. As an individual have a number of teamplay options.

1. One player assist on the second entry
2. Two players assist on the second door*
3. One player from the inactive pair pushes out to flank the attackers
4. Both inactive players push to flank
5. More

*2. This changes your options. If you assisted first and your partner also assists you can opt to go back to covering the other door. I would say that also assisting if your partner does first is almost always the wrong teamplay call, it is the greedy call that gets your squad wiped by the guy coming from the entrance you were covering. The good call if you assist first and your opponent assists is for you to go back to covering the second entrance, even if it means not getting kills from that push.

This applies to all the above – as soon as something changes your options adjust. The options you have when two players are covering each entrance are no longer the options you have when one of the above (or other permutations of the above) occur.

Someone on entrance one dies or both die?

A grenade gets thrown in and forces your teammates on the other entrance out of cover?

Someone pushes your entrance and kills your partner?

The list goes on, there is really not much point listing everything because.. there are too many

These options may sound like individual choices, and they are – but they are what make up teamplay. Decisions like this are core to FPS gaming unless you are at the most basic level. You may be quite good and not even realise that you do this, but once you stop and think about it tou will start to take note of things.

Teamplay is not about game mechanics. It is about reacting to the situation to secure the best outcome. It does not need excessive communication, especially in a game like Battlefield 3 where you have a map with your buddies on it. You can see what they are doing and where you need to be.

Read part 4: The death of teamplay

What is teamplay? For Battlefield 3, COD, MOH and other games.

What is teamplay? For Battlefield 3, COD and other games.

@36457045 ´Milan` writes…
[“Friggin DICE & their neglect toward encouraging teamwork in this game…..”]
http://forums.whirlpool.net.au/forum-replies.cfm?t=1988330&p=67#r1322

I started this post before Milan said this. Good timing 😀

This is a four part article about teamplay and what is/is not teamplay.

What is not teamplay?
It is important to understand what teamplay is, you will become a better player when you know what constitutes a good team member. Read more..

Situnational Awareness and Teamplay
A primer to introduce the idea that teamplay is really an extension of situation awareness. The interplay of your team with the enemy and the game enviroment is paramount to becoming a better team member. Read More..

So what is team play?
A breakdown of how simple, yet difficult good teamplay is. Read More..

The Death of Teamplay
The Australian bf3 community thinks that DICE have killed teamplay with the latest version of battlefield by leaving out commander and in game voice. Read More..

Teamplay in Battlefield (and gaming in general) is Probably not what you think.

This is part 1 of a series about teamplay
Index

Battlefield 3 teamwork is not what you think it is.

It is not

  • Giving ammo to your team members when they ask*
  • Giving health to your team members when they ask*
  • Reviving team mates
  • Repairing a vehicle while someone else drives it
  • Being the gunner in an attack chopper while your friend flys

*or even before, that does not make you a good team player either.

Why are these examples not team play? Becuase they are simply actions you can perform as a player. The above are examples of class utility. These actions do not lead to your team being in a superior situation*, you might think they do, but really they don’t. If you think dropping that ammo pack was the peak of teamplay that won you a game then the rest of your teamplay was so amazingly lacking that you should quit. Right now.

*that is what gaming is all about, not killing, creating situations that lead to your team curb stomping the other.

Are the following examples of teamplay?

  • Shooting your gun
  • Pressing sprint
  • Changing your weapon

Of course not.

The first list are simple game mechanics and most developers have been including similar ideas in team games for the past ten years to make their game “team based” when in fact the actions by themselves do nothing of the sort. These types of mechanics are an attempt by developers to force people to play together. Sometimes these utilities achieve this, other times they don’t. However after everything is said and done these are not team play.

The problem is that at best they promote playing near each other, not playing as a team. At worst they are simply a joke and because of other mechanics or settings in the game they just don’t promote playing together, or even playing near each other, enough for it to matter at all.

Dropping ammo in BF3 is a good example of a poorly implemented mechanic. Some assumptions first: You are playing as engineer or assault, with one of the popular assault rifles or carbines. Lets pretend your squad is not running the ammo perk – which means you have 31 bullets in your weapon when you spawn and around 150 for reloading. If you are playing with a support team mate and that you manage to kill two players every 30 bullets or so, you will need their ammo pack every 6-7 kills.

Very few players run 6:1 kill rate, even with revives in a competitive game. On a pub as infantry only very good players achieve this frequently. In a competitive game most players will be running a popular setup so ammo becomes less of an issue. Kill a guy on your second last reload and take his weapon. Done.

If a player happens to go 6:1 and needs a top up they will seek out a support player. This is the “teamplay” mechanic that DICE have tried to force on support. From assault perspective this works decently because you always need health and revives are very useful. Ammo from support is so unimportant that it basically forces none of the teamplay DICE want. This is an example of a poorly implemented teamplay mechanic.

And to top it off you don’t even need to go to the support player – simply kill someone and pick up a kit.

Remember, giving ammo is not teamplay but the mechanic is how DICE attempt to force teamplay, at least what they consider teamplay. In this case giving ammo.

“Fixing” this would involve spawning players with 60 bullets and making them seek out support. This has the opposite effect and is rather unfun. It would lead to weird situations in smaller scale servers without support class running out of ammo extremely quickly. Not very fun either.

I am not a great BF3 player. My background is pretty good however. Reading whirlpool Battlefield 3 section I am always amused by the rage at support players from other posters. I have played with many of these guys and they are worse than me. I rarely need ammo and the amount of angst they direct at support is rather unbelievable.

Continue reading Part 2

Team Deathmatch is the best team gametype with objectives. Ever.

I imagine part of the reason TDM died and other “objective” gametypes took its place is the total lack of understanding of the mode and how to play it. Especially in the “old” days when gaming was not as thought through as it is now. I remember the excitement surrounding counterstrike and bombs/hostages, specifically because they were objectives. There were already objectives and they were a sight more dynamic and interesting than bomb XYZ.

Basically in TDM (quakes/unreals would be the best examples) the objectives are:

1) Quad / Other power ups
2) Armours / megas
3) Weapons
4) Areas

The order of importance varies between games and even between maps inside each game. One map may put more weight on being physically near an item where as another might put the item somewhere difficult to secure so holding another area near it and then moving to it when it spawns is the way to go. One map may even have an area that is important to hold but no resources near it.

Lets use quakeworld as the example, if only because it is the original and oldest TDM game. It nicely illustrates that objectives were there from the very beginning. The map in question we will look at was in the quake beta test. Can’t get older than that.

On DM3 (The abandoned base), one of the 3 “big” maps you have the following items.

(reminder for those that cannot remember the map :)

Quad (spawns 1 minute after pickup)
Pentagram (Health invulnerability, spawns 5 minutes after pickup)

Red/Yellow armour (20 seconds after pickup)
Megahealth (20 seconds after the player that picked it up health goes below 100)

Weapons (30 seconds after pickup)

qw is slightly different to q2/q3/ut in that the only weapon heavily utilised is the rocket launcher. The lg is also good, however on DM3 there is limited ammo so you are better off conserving its high power to kill enemy rocket launchers. In addition quakeworld is different to some of the later incarnations of tdm because the weapon respawn in longer than the armour respawn.

The order of objectives is something along the lines of pent – quad – red armour – yellow armour. However key to this is getting your team rocket launchers. Because the engine is now open source (or close to it) new clients display all sorts of things when playing demos. One of the key things to keep an eye on when watching demos is the rocket launcher count. One of the key binds you should have for TDM would be “enemy RL leaving via XYZ”, so you can alert your team mates where the enemy rockets are and if they need to push to kill one when the player is hurting. This is to illustrate rocket importance.

Holding the upstairs section of the “hill” room is a good idea, this is called ring due to the ring of invis spawning here. From here your team has access to the red armour room, the quad area and the mega on top of the hill. In a way it is the “middle” of the map, and you have good position to cover a number of spawns as well as stop the enemy team approaching red armour from downstairs. Dropping to get the mega is not always advised, to “escape” you either need to rocket jump out or travel through the weapons room / via back stairs to red armour room. If you are controlling ring and by association red armour your team is most likely not in control of the weapons room (the room with water, rocket/lightning/grenade spawns here). Leaving hill via the weapons room is genrally a bad idea because it is wide open and even fresh spawns hiding there can shotgun you to death, esp if there are two or three players. Leaving via red armour is a longer trip and leaves ring and red armour open.

If your team is controlling red the next objective you can expand to is yellow. If your team is not in control of ring (and thus red) your first objective after getting rockets could be going to yellow for some armour.

However the first objective is to get a rocket launcher and stay alive.

This may sound relatively straight forward, camp X, camp Y, etc. This may be the case for the armours, however when the quad and pent are spawning the whole team is generally mobilised to try to make a move on the area. This means that every minute, even if your team is not in control of red you will be making a move for the quad area.

One thing to note about quakeworld game mechanics is the weapon/ammo dropping system. Players drop all ammo for all weapons they have picked up but only the weapon they currently have equipped. Because weapon switching is instant you can keep your spawn gun out at all times and only swap to a rocket launcher if you need to kill someone. In this way you avoid dropping weapons for the enemy team if you are ambused. If you look at the spawn times previously mentioned you can see that in a 20 minute game there are a total of 40 rocket launchers, if it is picked up the instant it spawn. This is not that many when games have scorelines of 2-300 points per team. 2-300 deaths. the aforementioned script only stops weapon dropping if you are not shooting, if you do shoot there is a “reload” between shots and switching. If you die using the rocket launcher in a fight you will generally drop it as there is not enough time for it to switch back to your shotgun. Assuming that the enemy that killed you has a rocket as well your dropped pack becomes important and will be guarded by your killer until one of his team mates can come and get your pack and your RL. This is important and is yet another objective that needs to be addressed on the fly during the game.

If players are picking weapons/armour/items as soon as they spawn, and taking into account that they are spawned when the match starts, we have an objective breakdown along the lines of..

Pend – 4
Quad – 20

Red armour – 60
Yellow armour – 60

megahealth – NA*

Rocket launcher – 40

*is harder to time this and is generally not considered as important as the armours. Your team would not make a concentrated effort to go for this on DM3 or in quakeworld in general. In quake 2 or 3 this is different.

That is 184 item spawns over 20 minutes. Spawns will coincide with each other at times. So for the sixth quad your team may have to choice between going for quad or going for pent – or if you have quad control prior to the pent you can try to delay pickup so they are not spawning at the same time. Picking objectives and how you want to play is important.

Spawns of armour are generally treated as an area to secure rather than attack when the item is spawning. You could time the armour so you do not waste time waiting for it, but you would generally not time the enemy pickup of it in order to attack when it is spawning. The areas are important rather than the items time itself. This is in contrast to quad/pent. You want to know exactly when these are spawning. Quad on DM3 is in a high traffic area so typically players do not have to go too far out of their way on the spawn. Pent on the other hand is set off to the side of the map and teams converge there when it is spawning. This adds interest as the long spawn on the pentagram means it is not under conflict every minute.

Powerup Use
To this point I have only discussed the power ups in relation to them being important to time and attack when spawning. Quad and pent usage also strongly support the idea that TDM is about control, items and teamwork, rather than just killing.

The goal of a quad run is to destroy enemy control. If they have rockets and red position then you should aim to kill them and take red armour area back for your team. Depending on the opponent this may be as simple as going to the area. If they have rockets they may abandon ring/red armour room in order to keep their weapons. Your team can come and take control. When your team has control you could further pressure their weapons.

An example of an unsuccessful quad run would be as follows: Enemy has two rockets. You kill the non-rocket players and then proceed to kill them another two or three times. You chase a few more spawn frags and end up in the SNG area. Overall this is fail because all you have acheived is some more points. You have not taken control of red from the other team and you have not killed any of their rocket players.

The same goes for pent – you should be hunting down the enemy weapons and then trying to take control of red armour. Pentagram prevents health damage but you will still take armour damage. As a result you should end your pent run on the red armour, to take control of it. Same goes for quad.

You are not hunting players simply to kill them, you are hunting them to exert control over parts of the maps, which then turn into more points for your team because of better control, not because you are killing.

This could be expanded to discuss teamplay and other ideas but for the purpose of this thread and showing that TDM is objective based I think it serves its purpose 😀