Solo Queue: Players biggest mistake

Solo Queue: Players biggest mistake

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Posted by: Kryshade.6075

Kryshade.6075

One of the biggest mistakes I see people make (and one of the most frustrating) is to be on a team that captures two points and then watch as one or two guys goes traipsing off and pushing far point.

I’ve repeatedly tried to explain why this is bad but I get yelled at, cussed at, called names etc for trying to explain proper strategy so I figured maybe coming here and explaining would help just one person get better and not make this critical error.

Here’s a couple scenarios:
(Disclaimer, this is Solo Queue only, I know these are NOT the best scenarios, I’m just going with what is most common in Solo Queue)

A) Usually after the opening battle when you cap the first two points many of the opposite team are down and respawning. When you go pushing far with only 1 or 2 people you invariably will be outnumbered at their point and wiped. This then puts your team at a numbers disadvantage allowing for them to push mid and win it easily.

B) You are fighting a 1v1 on a point that they control, this accomplishes nothing for your team. They send the rest of their team mid where it is now a 4v3 (assuming in solo Q you have someone sitting on home point or roaming). They win mid and are now able to either push far, or come back to their home point to kill the person trying the 1v1.

C) You push your teams far point and they push their teams far point (A and C). You are 1v1’ing someone while they obliterate your person defending home point because they didn’t get any help in defending.

Here’s the issue. When your team controls two points, this is what you want. You have killed several of their players who in solo q are likely streaming out one by one. If your team were to actually defend your points this would put you at a numbers advantage and likely lead to more successful kills and defenses of your controlled points. If your team spreads out all over the map, you have no cohesion and with the lack of communication in solo q it usually leads to people getting caught and killed.

I will fully acknowledge that in highly coordinated team play that pushing the far point can disorganize a defending team causing them to become distracted trying to defend their only point which is a huge win for your team if this works, however this strategy absolutely does not work in solo q.

I have tried explaining this to people who push far repeatedly all much only to lose 1v1’s at far, cause their team to lose team fights at mid, not be able to defend home etc.

I’ve heard responses and reasoning such as:
“I pulled one of their guys out of the main fight for you”
“I had two of them fighting me at their point for 30 seconds before I died so you guys should be able to defend mid”
“If I push far it means we can cap that when we lose home/mid”

I get that people want to win 1v1’s and test themselves against other players etc. Please remember that when you join a tourny you are joining as part of a TEAM. Please remember to act like that and work as a team, not off going rogue and losing the match for the other 4 people that are putting their trust in you.

TL;DR:
If you’re playing solo q and your team controls two points, please stop pushing far point, wiping and giving the other team the ability to easily recap points.
(oh yeah, and when people explain why, please stop yelling at them with really bad logic).

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Posted by: Rezz.8019

Rezz.8019

I thought everyone knows this by now.

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Posted by: redslion.9675

redslion.9675

I’ve heard people saying far point assaulting at start can work if you are sure you can kill the home defender pretty fast, cap the point and then go back mid.

Thanks for this explanation!^^ Always nice seeing topics like this.

I tried it, and I feel it’s dangerous: you are making a bet that you will win that 1v1 fast and some other teammates might follow, thus breaking the team organisation. For example, once we lost by a narrow margin (50 points). At the start of the fight I pushed far, killed the enemy mesmer pretty fast (I was playing with an experimental warrior build, the mesmer was at henge and had not enough room to avoid my attacks) and then couldn’t manage to go back to mid because the team split and the enemy respawned. We ended up trying to hold sides, which halfway worked, and then the whole match ended up in a runfest where killing NPCs became decisive.
We didn’t get steamrolled in fights, but still I feel that pushing sides wasn’t a good idea.

Some other times, someone went far, nobody followed him, he managed to go back after taking far and everything went well.

Problem is: what should we do if we lose mid in the first fight?

And then there is Khylo with the treb issue: isn’t necessary to have someone push treb (which has some similarities to far) in order to win mid?

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

(edited by redslion.9675)

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Posted by: DaliIndica.9041

DaliIndica.9041

I love you op haha

Far pushing is a pretty high level tactic, and its mostly used to harass and try to disorganise like you say, but time and time its one guy to home point, the rest middle, big fight, the home point guy comes to middle, we now have 5 in mid. We win fight, 1 goes far point, 2 go to their base to try to spawn camp, one stands at mid, the other tries to make it back to home point which has 2 enemy on it. Game over.

You would think that by now people would see the folly in stretching themselves out too thin.

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Posted by: Sli Fi.7980

Sli Fi.7980

1v0 15char15char

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Posted by: Qaelyn.7612

Qaelyn.7612

I think all “do this not that” strategizing for PvP is pointless, because the right approach depends on what the other team is doing as well.

In particular, the approach described here makes sense only if this all important condition holds: “your team controls two points”. I can’t recall the last time I was in a solo queue match where we were able to control both near and mid consistently.

The other guys are trying to do that also, right? So if you can it generally means your team is stronger and you’re likely to win either way.

Here’s what I usually see happen in solo queue matches where people don’t want the far point challenged. We take near, and let’s say we take mid. The other team then comes to challenge mid and control of it bounces back and forth for a while.

Then, they realize that we aren’t going to challenge their home point, so they leave it unattended and send 1 or 2 guys to attack our home point. We then no longer have firm control over it either (because most of our guys are at mid) while they get a free point every 2 seconds because we’re trying to focus only on 2 nodes. And we lose.

It is for this reason that I usually do try to decap the far point regularly if I feel it can be done effectively. (Even though I get screamed at just as much as the OP does in trying to suggest the opposite method.)

Adapting is key. There’s nothing more frustrating than being in a game where the other team puts 3 heavy armor grunts at mid and your teammates insist on beating themselves to death trying to take it while far sits unattended or with one guy on it, all because someone declared “near/mid” at the start as if it were a magic formula.

(edited by Qaelyn.7612)

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Posted by: JinDaVikk.7291

JinDaVikk.7291

Some builds are specifically meant to push far and do well at it. Although some bad players try and fail repeatedly.

Now part of the problem is someone afk’ing on home while someone is at far. Causes mid 3v4 not in your favor and then lose far in 1v2 after they win mid.

More so in solo q the issue is someone afk’ing at home than someone pushing far.

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Posted by: redslion.9675

redslion.9675

I think all “do this not that” strategizing for PvP is pointless, because the right approach depends on what the other team is doing as well.

It is true, but I can agree that elaborated strategies must be avoided in soloQ.

You can do something like this in LoL, but an average LoL match lasts 40 minutes. Not 10.

However what IMHO the OP is saying is that you should not push far when you just won mid and home, because you’ll end up being ganked by the enemies respowning and stopping by far.

And in general, if the enemy decides to gang up and push the two points you are already holding, it’s not an even fight: you have the advantage of points ticking in your favore. In that situation, the enemy must win the fight, while you are OK with just not losing it.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Qaelyn.7612

Qaelyn.7612

However what IMHO the OP is saying is that you should not push far when you just won mid and home, because you’ll end up being ganked by the enemies respowning and stopping by far.

That makes sense.

Ironically I just ran a couple of solo queue matches just now, first time in about a week. One of my teammates wanted to challenge the far point right at the start. I suggested that it might be more wise to wait until later but he really wanted me to. I ended up holding their point for around a third of the game. (We won easily but likely would have regardless.)

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Posted by: Kryshade.6075

Kryshade.6075

The biggest problem Qaelyn is that people think that pushing far is the right choice. Just because someone may have won a 1v1 and taken far does not mean it was the right move and in general it is not.

There ARE times when pushing far is the right move. It being left completely unattended would be one of those, however this should only be done by a class with high mobility (thief) and should never attempt to be defended once capped. It’s also quite reasonable to just neutralize far if left open and not stand around for the cap while your team is getting outnumbered at mid.

I’m not saying that pushing far is ALWAYS bad, but 99% of the time in solo q it’s the wrong choice and causes teams to lose due to this grievous mistake. People that think they know better, players that don’t listen to their team and act selfishly are a big part of this mentality of “I’ll push far if I want”.

My hope is to cause some of those people to reconsider and work with their team more. By hopefully explaining the reasoning behind why this is a bad move they will correct this error and Solo Queue will become a happier place.

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Posted by: redslion.9675

redslion.9675

There ARE times when pushing far is the right move. It being left completely unattended would be one of those, however this should only be done by a class with high mobility (thief) and should never attempt to be defended once capped. It’s also quite reasonable to just neutralize far if left open and not stand around for the cap while your team is getting outnumbered at mid.

Do you think warrior with either sword or Greatsword might be a good option too? He doesn’t have teleports, so in some maps might be a problem.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

(edited by redslion.9675)

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Posted by: Silentshoes.1805

Silentshoes.1805

I think if your team does this and you lose a in a close match, then pushing far point might have been the problem.

But if your teammate does this and you lose by 100 points, then I doubt pushing far point was the reason…sounds like having a weaker team was the problem.

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Posted by: Mike.4830

Mike.4830

Yall are clueless, If a player pushes far and wins, your team should still have 4 mid because your backpoint should rotate mid. If the player pushes far wins he will either insure a 2 cap no matter what happens at mid (which should be 4v4) and possibly cause 2 players to come and deal with the player pushing far thus creating a 3v4 mid which your team should win. THE MAIN problem is when someone pushes far and sucks or they push far but your backpoint doesnt rotate mid cause he doesnt understand rotations. This causes your team to be 4v3 mid and lose the fight. And once that teamfight is lost that team can rotate extra players home and wipe the player pushing far regardless of his success at far.

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Posted by: Kryshade.6075

Kryshade.6075

Yall are clueless, If a player pushes far and wins, your team should still have 4 mid because your backpoint should rotate mid. If the player pushes far wins he will either insure a 2 cap no matter what happens at mid (which should be 4v4) and possibly cause 2 players to come and deal with the player pushing far thus creating a 3v4 mid which your team should win. THE MAIN problem is when someone pushes far and sucks or they push far but your backpoint doesnt rotate mid cause he doesnt understand rotations. This causes your team to be 4v3 mid and lose the fight. And once that teamfight is lost that team can rotate extra players home and wipe the player pushing far regardless of his success at far.

This is the problem. It’s thinking like this that fails in Solo Queue. If you have a highly coordinated team then a push to far “can” succeed, however Solo Queue is far from organized. It’s people with this kind of thinking that ruin it for the rest of their team. Pushing far and then blaming your home point bunker (very rare for solo q) is what most people that push far do. There is no reason to push far when you hold two points. If you want to make your opening push to far and one to home that’s possible but again requires a strong home point bunker and a team that doesn’t tunnel vision as most solo q players will use all 4 people to smash the one guy at far point while the other team caps mid and destroys your home point bunker because 4 people got tunnel vision and spent too much time killing the one guy at far point.

People that defend the strategy and continue to push far are the problem. 1v1’ing a guy on far point while the hold the point is simply wrong if you hold the other two points. Even if they rotate a guy to far to 2v1 you, you die and now they have the numbers at mid to win mid back.

Again, you CAN push far in organized team play or for the initial push, but in solo q it’s a bad idea due to lack of team cohesion and ability to call numbers quickly.

You gave the perfect example of a guy that pushes far and then blames the other 4 guys on his team for losing mid/home when in reality, if you had been a team player and worked with the rest of your team the results could be drastically different.

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Posted by: Mike.4830

Mike.4830

Yall are clueless, If a player pushes far and wins, your team should still have 4 mid because your backpoint should rotate mid. If the player pushes far wins he will either insure a 2 cap no matter what happens at mid (which should be 4v4) and possibly cause 2 players to come and deal with the player pushing far thus creating a 3v4 mid which your team should win. THE MAIN problem is when someone pushes far and sucks or they push far but your backpoint doesnt rotate mid cause he doesnt understand rotations. This causes your team to be 4v3 mid and lose the fight. And once that teamfight is lost that team can rotate extra players home and wipe the player pushing far regardless of his success at far.

This is the problem. It’s thinking like this that fails in Solo Queue. If you have a highly coordinated team then a push to far “can” succeed, however Solo Queue is far from organized. It’s people with this kind of thinking that ruin it for the rest of their team. Pushing far and then blaming your home point bunker (very rare for solo q) is what most people that push far do. There is no reason to push far when you hold two points. If you want to make your opening push to far and one to home that’s possible but again requires a strong home point bunker and a team that doesn’t tunnel vision as most solo q players will use all 4 people to smash the one guy at far point while the other team caps mid and destroys your home point bunker because 4 people got tunnel vision and spent too much time killing the one guy at far point.

People that defend the strategy and continue to push far are the problem. 1v1’ing a guy on far point while the hold the point is simply wrong if you hold the other two points. Even if they rotate a guy to far to 2v1 you, you die and now they have the numbers at mid to win mid back.

Again, you CAN push far in organized team play or for the initial push, but in solo q it’s a bad idea due to lack of team cohesion and ability to call numbers quickly.

You gave the perfect example of a guy that pushes far and then blames the other 4 guys on his team for losing mid/home when in reality, if you had been a team player and worked with the rest of your team the results could be drastically different.

Seeing as i am R5 Solo q on one account and r50 solo Q on this acc, AS well as r17 Team q, (over 500wins solo q with 67% win ratio) i think im qualified to say i know what to do in solo q ….. i push far every game and have been very successful PS sorry you dont understand rotations

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Posted by: Qaelyn.7612

Qaelyn.7612

Seeing as i am R5 Solo q on one account and r50 solo Q on this acc…

(Snip remainder of laughable bragging about prowess in a video game.. we’re all so, so impressed.)

Now all you need to do is get on the leaderboard that measures how to interact with other human beings in a reasonable manner.

Ever consider that what works at the higher ranks of the solo queue might not work for more average players?

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Posted by: Lux.7169

Lux.7169

I understand your theory but completely disagree with it. You obviously think pushing far is bad so it happens far less on your solo Q teams than mine, since I push far 100% of the time from start every match, no matter what.

If we’re being objective than theoretically you’d have more success in Solo Q and I would have far less success. So then why is there a huge difference between the ranks? Did I just randomly get lucky teams who rotated well to accomodate me?

You’re saying that basically no matter what my strategy to constantly push far immediately is inferior to other strategies and I disagree. In team fights I’m a liability, especially when showing up immediately. At home point I would get decapped very quickly.

So if it’s really such an awful strategy in solo Q how was I rank 1 before LB reset and now still in the top 100 in both solo and team Q? I’m not saying I’m a pro player but I just want to know why your strategies have not led to much success for you but I have actually seen quite a lot of success in Solo Q.

[SoF]

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Posted by: Mike.4830

Mike.4830

Seeing as i am R5 Solo q on one account and r50 solo Q on this acc…

(Snip remainder of laughable bragging about prowess in a video game.. we’re all so, so impressed.)

Now all you need to do is get on the leaderboard that measures how to interact with other human beings in a reasonable manner.

Ever consider that what works at the higher ranks of the solo queue might not work for more average players?

Your giving players advice by saying never push far, thats terrible… If your team loses the 4v4 thats not your fault, that being said it doesnt always make sense to push far, accessing your teams comp as well as your own role, but in a lot of cases pushing far isnt a bad idea…. For instance if you play gaurd or soldier warrior or spirit ranger Mid is probably the best place for you to “carry” but if you play roles such as engis thiefs or mesmers pushing far and winning that will be the best path to success for your team, AND the notion that you should never push far is completely wrong… This post was made to teach players how to be successful in solo q. I think that accessing your role as well as the rest of your team is the most important and then working from there. Telling players to not push far is wrong for a lot of players and builds, pushing far is the best bet.. That being said , if you are not successful pushing far then you probably shouldnt. My advice is that you talk with your team before the game starts, and one of the best ways to push far and still give your team a good chance at mid is to tell your team to all go mid, so you can cap home and still push far. (sorry for bad english and syntax im not english speaker)

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Posted by: Mike.4830

Mike.4830

On the other hand, it’s weird when someone yells at a teammate who captures far point because some people insist far point is never a good idea. If far point is actually captured, why should anyone get upset?

It’s also weird when someone holds two or three at far and a team still manages to lose middle or home.

Yes I agree, and at that point it truly is just unbalanced teams.. But by drawing 2-3 to far you can create the best scenario for winning

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Posted by: JinDaVikk.7291

JinDaVikk.7291

Got to love those unbalanced matches, with the un-carryable baddies.

1v2 for 12 minutes at far constantly decapping never die once… team still loses by 100 points. (one of the best face palm moments I’ve had in yolo q)

Trolol.

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Posted by: Romek.4201

Romek.4201

they yell at them when lose the 3v3 in mid (closedefender is fighting enemy farpoint assaulter)
After this 2 enemy ppl from mid can now easy go far and get it back – at the end the team has nothing even when the imbacool engi won his fight on far

BUT with the farpoint assaulter fighting in mid it would have been a 4v3 and maby they could have won this and than can go with 3 far or 2 far and 1 help close

getting farpoint at start is ok in a team when everyone know this and everyone play for it and the team has the classes for it (atleast bunker in mid)

but i see so often engis or mesmers running far all day even when they lose far vs 2+ ppl after mid wiped and just dont understand they make their team fight outnumbered^^

how i said its oke to do this in team with good comunication but it is dangerous in soloQ and dont help your team – you could carry harder when just help mid to win faster

(edited by Romek.4201)

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Posted by: Mike.4830

Mike.4830

they yell at them when lose the 3v3 in mid (closedefender is fighting enemy farpoint assaulter) and 2 ppl from mid can now easy go far and get it back – at the end the team has nothing even when the imbacool engi won his fight on far

BUT with the farpoint assaulter fighting in mid it would have been a 4v3 and maby they could have won this and than can go with 3 far or 2 far and 1 help close

getting farpoint at start is ok in a team when everyone know this and everyone play for it and the team has the classes for it (atleast bunker in mid)

but i see so often engis or mesmers running far all day even when they lose far vs 2+ ppl after mid wiped and just dont understand they make their team fight outnumbered^^

how i said its oke to do this in team with good comunication but it is dangerous in soloQ and dont help your team – you could carry harder when just help mid to win faster

Your suggesting that the enemy would leave a player AFK backpoint and push far with another>>>??? Any team that leaves someone AFK on homepoint is gonna lose (or should at least)

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Posted by: Romek.4201

Romek.4201

and when they have none on far than its easy for thief or other fast classes to just run there and cap/neut it and go back but it dont need a farpoint assaulter attacking it at start and trie to hold it forever + ignoring whats the other 4 ppl in team do

and thats what most so named farpoint assaulters^^ in soloQ do – running far and do his thing and when die or lose they ask"what you guys doing im so cool here fighting forever and we still lose?"

useless (oh …. not all … some have a brain^^)

(edited by Romek.4201)

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Posted by: Mike.4830

Mike.4830

and when they have none on far than its easy for thief or other fast classes to just run there and cap/neut it and go back but i dont need a farpoint assaulter attacking it at start and trie to hold it forever

IF they leave it open and then you go, you will be man down at mid for ~30s-1min , more than enough time for a solo q team to wipe, so with your logic you still lose the mid fight..(having a thief decap works very well in team qs where teams generally have a support role as well as a good sustain comp , ie they can survive 4v5 for a longgg time, in solo q this isnt the case) Having an engi or whatever push far and kill the enemy there not only makes an even mid fight but allows for your team to have a 2 cap and a potential 3 cap

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Posted by: Psychogene.6780

Psychogene.6780

OP is correct in my opinion, but thats the nature of solo q – when theres a lack of leadership theres a lack of coordination. Add in the fact that some people actually do not care at all about winning and just want to stomp whoever they can and solo q can be really frustrating because not everyone is on the same page with tactics and strategy.

I think the best time to push far would be one :

- At the start, if someone from your team rushes their home point then they must either be absolutely confident they can cap it if its 1 v 1 or keep it neutralised long enough for your team to claim mid, and hopefully be fighting 2 v 1 to create a mismatch at mid. If they fail and die, most likely your team will be two bases down because if they sent 4 to mid and 1 to guard home and your team had one cap home, 1 go far and 3 mid, there would have been a 3 v 4 fight happening at mid and that most likely ends in favor of the team with 4 people.

- You could send one or two to mid at the start and even though they will probably die make them hold mid long enough for your team to have zerged far point and claim it. Rather risky strategy but it does work if both the fight at far finishes quickly and the fight at mid lasts long enough. Will be neutralised though if the enemy team see’s it happening before it happens.

- When they have outnumbered you at your home point and hold it or you are about to lose it. You basically do the same to them because if they send 3 to your home point, there will be a point somewhere you can assault and take. Generally one point out of the three at all times is well defended by both teams and the other one is up for grabs in a group fight.

- When the other team constantly lose group fights. It kind of means your team is just stronger and because of that positioning strategy isn’t as important so you can just roam around in groups and claim whatever points you want. Not a good idea to do at the very start though, better to gauge how strong your team is and how strong theirs is.

OP is right though about just holding 2 points to win, and getting secondary objectives when your team can. Some people overestimate themselves after they wipe the enemy team thinking they can just do it again. Some people just don’t care about holding points and care more about personal points. Some people are just impatient and can’t wait out the 15-30 seconds it takes for the enemy to respawn and engage them again and don’t realise that if you sit at a point they will come to you.

Anyway in the end, after the initial beginning fight, whatever two points you control on the map is fine as long as both are well defended. Its just easier to defend your home point + mid then it is to defend far + mid.

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Posted by: redslion.9675

redslion.9675

Problem is: what do you need to push far?

Maybe strong damage and survivability doesn’t necessarily mean you can push far. Even if you can kill the home defender pretty fast.

On videos I always see mesmers thieves going far, which makes me think you need teleports to quickly check between mid and far. Just an hypotesis.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hmmm this topic has been very educational for me!

thanks everyone!

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Posted by: eksn.7264

eksn.7264

It’s not just new players, I see this happen in top 100 soloq all the time. A lot of the higher ranked players don’t like to be told they’re wrong too…

Noz

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Posted by: Kryshade.6075

Kryshade.6075

Love seeing some of the ego’s come out here but for the sake of being educational, I’m going to just ignore the troll posts.

There ARE times when its ok to push far. I didn’t say NEVER push far. I said when your team controls 2 points, don’t push far point. It spreads you out too thin and almost always leads to the opposing team recapping mid and their point.

Redlion, to answer your question, any class with high mobility can be used to neutralize far point if it’s left completely unguarded. The caution here is to go, neutralize and get back to the team fight as quickly as possible. It’s very difficult for people to neutralize a point and not want to cap it all the way for some reason, but that time spent actually capping it could mean the difference in the team fight/defending of mid/home point.

Pushing far from the beginning of the match is a viable strategy, however it takes the entire team to know how to pull it off correctly. Pushing far from the start should only be used in order to cause the opposing team to over rotate from mid thus allowing you to cap mid and holding home/mid after that.

Again, I’ll remind you that this is for solo queue and not team queue as the organization and team cohesion in team queue makes a world of difference and can allow for far point assault.

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Posted by: JinDaVikk.7291

JinDaVikk.7291

lol backpack is right stop argueing against him. Your point on people spawning is valid as well but the difference is pretty simple…

Very mobile classes (Ae thief/sword.gs warrior/rocketboots engi/ etc) can decap right after wiping 1-2 and be back in mid/home B4 the spawn. Its about the spawn timing. If you take 1 guy down maybe 2 then fight for 10-20 seconds of kittening course their home isn’t open. But killing 2-3 at once means it is. TAKE THE DECAP. do not stay there.

Now their is multiple strategies with that as well. 2-3 tankies pushing far keeping a 2 cap and their team contested for a long time is also beneficial if your team keeps it up for a long period/can leave without being wiped.

^^ All this is unfortunately too complicated for solo q due to lack of communication/idiots.

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Posted by: faeral.7120

faeral.7120

adapt to your team. everything is permissable under the right circumstances. if you have a far point spec on your team, let them push far. just be careful about choosing to assist them. many times, their job is to hold far neut in a 1v2 while you have the advantage in mid.

but if you go & assist the far point spec, you MUST win the teamfight & secure the node, which is always an uphill battle in SoloQ having to deal with their res waves, so it is usually better to let the far pointer do their thing & assist the teamfight on mid or close.

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Posted by: deda.8302

deda.8302

I totaly agree with quelin on this one,much of it depends on how other teamis playing.
I suggest to my team mates at the beggining – def points and if some1 goes for far it should be only one thief or highest dps player.
Ina team where u have 4 skilled players this will win any time over hold 2 point strategy ,simply cause that one player holding far will come to help mid or put more preasure on far if no1 is giving him hard time home.
Its a simple fact that due to some skils,like stealth that defending team will lose control over a point while other tam will still have their point ticking unmolested.

Another scenario is wher we take far with 3 players adn just reap benefits off 1-2 players feeding us adn dieing one by one.
Yeah sometimes its essential to assault far.
Any way i stoped advising ppl wht to do in spvp, since they will not listen and adjust my play according to wht i have to play with.

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Posted by: Lord Hammer Hand.4815

Lord Hammer Hand.4815

i will give a perfect example when to push far point, if your the home bunker in temple of storm and your bunking altar/home you can see when the bunker on temple/far leave to join everyone at the gate/mid then you can run fast to get temple/far. now if your team mates good you now have 3 points capture and if your team bad and wiping now you have far and people who died can respawn and cover home.

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Posted by: K U T M.4539

K U T M.4539

I find it funny that people in solo queue complain about people who successfully cap far point.

I understand that if you FAIL to cap far point, it is bad, so don’t fail.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Pushing far is always a risky idea, if you take home and mid, why go far? There is no reason.

I cannot tell you how many times we’ve successfully take home and mid, yet 1 or 2 people after that team fight run to far.

It always, ALWAYS ends the same, they get outnumbered, lose far then with 2 people down, then enemy team easily takes mid.

People are not stupid, they’ll look on the map, get easy kills, build bloodlust and move on.

The best times to take far is:
1. They have no one on far.
2. Forcing the enemy to split, most likely leaving the bunker mid, making it a 2v2+3v2 advantage.

Otherwise, fighting on far is asking to die. Even if far is empty, if I see someone coming while I am caping it, I’ll happily retreat back to mid where I know I’ll have the support of my bunker and my team close by.

This mindset reminds me of League, like you must counter jungle. It works, it works great. If it fails, it fails HARD.

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Posted by: Mike.4830

Mike.4830

Sounds like a player skill issue to me

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Posted by: redslion.9675

redslion.9675

I’ve seen a lot of matches becoming a game of “chase the point”, where everyone, enemy included, was running around capping uncontested points, outnumbering people and then starting running again (me too, I’m still have to learn stuff and get the hang of it). The outcome of this kind of matches is 50-50, IMHO. No fight really matters, everything is crazy.

You can have a solid win when you are always around your teammates and cooperate with them. Not when you join a point where your mate is already downed in a 2v1, and you have to choos whether run away or try to ress him while the enemies poison and cleave the crap outta you.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Chicago Jack.5647

Chicago Jack.5647

Mesmer and thief are easily the best options. The key to going for far point is being able to go back to the rest of your team when — not if — the need arises.

^This. Any class that has an easy time peeling away from a fight are typically the best classes to push far.

In teamque, you can set up a 3-man push to far to disorient them and plant 1-2 defender able to hold off at least 2 people while the rest move back to the team fights, that takes coordination though and isn’t used commonly in soloque.

Lol at all the people who say NEVER push far and that it’s a pointless endeavor. It’s far more important to travel along paths that reveal the most amount of information about enemy movements, and to know what your class can do well and what it cannot do well, and adjust accordingly than it is to stick with some brainless formulaic tactic.

(edited by Chicago Jack.5647)

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Posted by: redslion.9675

redslion.9675

Mesmer and thief are easily the best options. The key to going for far point is being able to go back to the rest of your team when — not if — the need arises.

^This. Any class that has an easy time peeling away from a fight are typically the best classes to push far.

In teamque, you can set up a 3-man push to far to disorient them and plant 1-2 defender able to hold off at least 2 people while the rest move back to the team fights, that takes coordination though and isn’t used commonly in soloque.

Lol at all the people who say NEVER push far and that it’s a pointless endeavor. It’s far more important to travel along paths that reveal the most amount of information about enemy movements, and to know what your class can do well and what it cannot do well, and adjust accordingly than it is to stick with some brainless formulaic tactic.

Other than that, teleports are good because they work better on 3d terrain. In maps like Khylo you need to walk less.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Not when you join a point where your mate is already downed in a 2v1, and you have to choos whether run away or try to ress him while the enemies poison and cleave the crap outta you.

ah, there are a few times where i run in, send everyone running with “fear me!” and revive the downed team mate.

feelsgood.jpg

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Posted by: redslion.9675

redslion.9675

Not when you join a point where your mate is already downed in a 2v1, and you have to choos whether run away or try to ress him while the enemies poison and cleave the crap outta you.

ah, there are a few times where i run in, send everyone running with “fear me!” and revive the downed team mate.

feelsgood.jpg

Well, it’s still doable if your ally has most of his health. If not, leave him be.

If he dies out of point, enemies won’t kill him (it depends on the enemy… If I am alone and I know I could get invaded again, I’d rather not have a downed mesmer that can summon phantasmal rogue, for example) and will be far enough your fear me is less effective.

But it’s true most players don’t expect that, so it might work. Bunker/30 tactics warrior is not that used.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: bhagwad.4281

bhagwad.4281

If you think I’m going to leave a juicy empty point uncapped (far or not), you have another think coming.

80% of the time in the start in SoloQ, the enemy caps their home and leaves. I quietly sit out of sight, wait for a few seconds and cap their far without having to fight at all.

Give me one reason why I should not do this?

The purpose of far is distraction. I’ve lost count of the number of times when they have to sacrifice people at mid just to cap their close. If they’re doing that, my own close is the last thing on their mind. Jolly good I say.

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Posted by: Darnacus.5961

Darnacus.5961

As many pointed out this depends heavily on the ennemy team.

In SoloQ it is safe to assume chaos reigns, and capping an unguarded remote is generally a good thing. I keep doing it anytime I get a chance and other locations appear safe, especially on maps like Khylo where it’s easy to see if no one defends. If one comes, I’ll 1v1 him. If I win, good, if things go bad, or his friends are coming, I’ll run away and go mid back mid. It’s very rare respawing ennemies regroup and rush close or mid together, they’ll go wherever they feel like going.

Overall, what I noticed so far in SoloQ is: the team that kills the most wins at the end, as capping follows naturally.

OP has a point, never suicide, on far or elsewhere. If 3 or more are coming, use to ‘get away skills’ and live to fight somewhere else. I used to try to ‘keep them busy while my team caps the rest’ but this turned out to be a bad tactic in SoloQ. Not only your team is not aware of it and will most likely not take advantage of it (and shouting ‘Im 1v4 why you no cap noobs!!!’ will not help – they may be absorbed in a 1v1 fight or going for another map objective), but the temptation for a roaming ally to come and die with you will be high.

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Posted by: Garb Cost.3718

Garb Cost.3718

I have to agree with OP – get the basics down first. Had a game last night where we smashed them at the initial mid fight and were farming them as they ran in individually. Then 1 guy on our team leaves mid to go far because it was empty. Kinda makes sense but then this meant I had to fight longer at mid while rotating with close (as someone else went far to help with respawns) resulting in mid and close being neutralised. this went on for a bit longer until the opposition managed to get a few people that had respawned together and push on.

It basically lost us the game then I got raged at because I wasn’t simultaneously holding mid and close.

Far should have just been left… lock down 2 nodes and farm the kills. Sure it was empty, but only for a little bit. People can’t think ahead and understand the consequences of their actions – much like children which, based on the rage I was subjected to, confirmed the maturity level of the individual in question.

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Posted by: Kryshade.6075

Kryshade.6075

I think for the sake of simplicity and for the benefit of those who may not have the same amount of experience as some of the more tenured players we should keep this simple and go back to the original point.

Yes there are situations where pushing far is beneficial and the right call, however in Solo Queue, when your team controls two points it’s best to just defend and not push far point.

This post was to educate players on proper strategy and to point out one of the biggest mistakes I see new players make.

Since the post I’ve had a couple games that were vastly different:

1) Enemy team’s thief pushes far right off the start. We had two people there (one capping, one rotating through) and the thief, seeing it’s a 1v2 charges in and dies in about 5 seconds. We won home and mid easily. The thief continued to push far the entire match dying over and over again. I asked him why he was doing that and suggested perhaps his DPS would be more beneficial in a team fight. His response was the classic “I held up two of your guys at far so they could cap mid, they suck because they didn’t cap mid”.

2) Our team pushes mid from the beginning with one sent to home. We win the mid fight. Someone starts pushing far. I mention in team chat to please just defend our two points. He stops, comes back to mid and we farm the other team who is streaming into mid 1-2 at a time. They got so frustrated they said we were zerging the map when in fact we never left mid/home. We won that match something like 500-200. It wasn’t even close. It was a blowout because proper strategy was used for Solo Q.

This thread isn’t to debate the benefits of pushing far. It’s to educate newer players to a glaring error they make in Solo Q and it’s my hope that people will get a little better in their thinking and play which makes Solo Q better for all.

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Posted by: Chicago Jack.5647

Chicago Jack.5647

[…] in Solo Queue, when your team controls two points it’s best to just defend and not push far point.

What would be more accurate is to check home to make sure no one is pushing, if not then you can go for the contain (secondary objectives can be placed as priority, that sort of thing).

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Posted by: saVdoom.2067

saVdoom.2067

Seeing as i am R5 Solo q on one account and r50 solo Q on this acc…

(Snip remainder of laughable bragging about prowess in a video game.. we’re all so, so impressed.)

Now all you need to do is get on the leaderboard that measures how to interact with other human beings in a reasonable manner.

Ever consider that what works at the higher ranks of the solo queue might not work for more average players?

Your giving players advice by saying never push far, thats terrible… If your team loses the 4v4 thats not your fault, that being said it doesnt always make sense to push far, accessing your teams comp as well as your own role, but in a lot of cases pushing far isnt a bad idea…. For instance if you play gaurd or soldier warrior or spirit ranger Mid is probably the best place for you to “carry” but if you play roles such as engis thiefs or mesmers pushing far and winning that will be the best path to success for your team, AND the notion that you should never push far is completely wrong… This post was made to teach players how to be successful in solo q. I think that accessing your role as well as the rest of your team is the most important and then working from there. Telling players to not push far is wrong for a lot of players and builds, pushing far is the best bet.. That being said , if you are not successful pushing far then you probably shouldnt. My advice is that you talk with your team before the game starts, and one of the best ways to push far and still give your team a good chance at mid is to tell your team to all go mid, so you can cap home and still push far. (sorry for bad english and syntax im not english speaker)

Don’t think you understood the OP. He meant after you just won middle to have 1-2 people pushing far is not a good idea unless one of them is a bunker & decapper who can sustain a lot, basically because you’ll get all the respawns from that middle fight that will most likely kill you at far.
If you’re in a coordinated enough team IF you get the decap at far which usually should happen before the middle fight is completely over (after you downed 1 or 2 guys and got enough cleave on them and there is nobody able to ress them), then is a good idea to keep sending bunkers or rotating them to always keep far node contested. Which is not the case with solo queue since the 1-2 players pushing far are NOT in the spec/role for it, they just go there because they think it is the right thing to do regardless of spec/role/whatever.

What you said you usually do, is to push far from the beginning which is a good idea if your spec/role is focused for it… especially if you win your fight, which apparently you do, so you’ll always leave your team at a good position as you described in your first post.

There is nothing wrong with both notions, its just reading interpretation issues mostly.

(edited by saVdoom.2067)