I figured I'd post a couple tidbits that I found out in my experience playing cRPG. If anyone is willing to share their little lessons, you're more than welcome
Always better to be lucky than goodPersonally, I make a horrid duelist. I'm a level 34; 24/15 mounted infantry build. I do well in battle not because I'm good at killing, but because I'm an
opportunist. Shinock and I have a little score keeping game we play where we try to personally kill the other. Truthfully, Shinock would beat my face down any day of the week, in a 1v1. The only reason I can keep up with him is because I'm an opportunistic fighter. I sit around and take some swings, but most of all, I wait for the other person to be tied up, distracted, arrow stunned or just plain unaware. Engaging people who are fully aware of my presence, or can devote 100% of their focus on me doesn't sit well with me, tactically. "Why would I fight a guy head on risking the chance to lose, when I can simply engage him when he's busy, thereby increasing my odds of success?"
I admit that if I wanted to go head to head with the guy, I would. But as far as teamwork goes, dropping to a duel isn't going to help the team as a whole.
Synergy; it's a thingSomething I've been hooting from my mountaintop hermit house for years now. I reference the word "synergy" so frequently with people that it's become a running joke we throw around. But when it comes down to it, teamwork is always key. Even when I'm playing without TeamSpeak/Vent/Mumble/whatever, I tend to play more defensively with my team as best as I can. And when engaging opponents, I hold a side swing, so someone else can take an overhead. It's not about the score, it's about working together!
Combat Flow and Moving with the CurrentThere's a time to engage and there's a time to wait. The way this game works is generally "the bulk force moves forward, and everyone smashes each others' faces in." But there are nuances with regards to that. I always see very reputable "hero" characters carrying the spearhead of the team, and I'm happy for their board and scimitar builds, going out there and doing work. But in the event they overextend, there's no coming back.
As a second line "shock" trooper, I find that combat flow is a pretty good concept to be aware of; where you are relative to the team, where your team is relative to the other team, what troop composition (based on weapon type) is engaging where, and what angle the enemy composition is engaging our forces. There's a time to fight and a time to flee. When you have the upper hand; continue the momentum, but know when to stop. A reckless push usually ends up with the other team consuming the splinter "spearhead" force, since not everyone on the team has a shield, or is as willing to plow into a phalanx.
Combat awareness kind of comes into play here, since everyone is working towards the unified goal of "bashing in skulls and bathing in the blood of their enemies," paying attention to where your teammates are in conjunction with knowing when to strike and when to withdraw will definitely allow the team to function as a single entity.
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Just some things I noticed. If anyone has input (agree/disagree), I'd like to hear your thoughts!