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My 2 cents and some spare change(s)
So I've been having a bit of a hard time getting back into Apex, ever since the solos were removed. The feeling of getting to play without having to worry about your teammates was just so... liberating, that just the thought of getting back into squad play has been enough to make me actually play Solitaire. And this is not me trying to be funny. The thought of playing Apex has been so unappealing that, lately, I've actually been choosing to play Solitaire instead, especially whenever nobody on my friends list is looking to play.
Think about that: the experiences I had solo-queuing after the solos were over was so horrible that I adopted the habits of a 55 year old accountant with a receding hairline. But I've been trying to get back into it in the last couple of days, and I've had some insanely fun games with a full pre-made, which has made me remember how much fun this game can be at it's best, despite all it's problems.
But it's also made me think about all the problems, changes, additions and features that have actively taken away from that enjoyment, and I'd like to share some of my thoughts on the game could be improved, and what I think are some of the missteps the developers have made/are making. I know it's a long shot, trying to impact the decisions a big company makes with a Reddit post. Hell, it's stupid to consider it to be a shot of any length. So you can consider this post as just me venting and getting to put this stuff down, even if the leads to nothing but wasted time.
And hey, since nobody on my friends list is online, I'd rather spend my day off wasting time like this than queuing solo, and I already finished all the daily challenges in Microsoft Solitaire.
First of all, bring solos back. PERMANENTLY. Apex is at it's best with a good pre-made squad, but getting a good pre-made squad together constantly is simply not the reality for people in smaller regions or those who are usually awake during abnormal hours. Add to that the fact that most people would probably like to play with people who are about as good as they are, speak the language they speak, and who they get along with, and the task of finding enough many people who fill the criteria to secure a pre-made whenever you want to play becomes simply impossible.
Solo queue solves all of this: you can play solo when your friends aren't online, and you can play squads when you have a pre-made. I do not understand why solos were removed. It does not matter that the mode wasn't perfect. Add it back in, and then start ironing out the quirks. None of the problems were big enough to warrant the removal, and things like teaming can largely be removed by simply handing out harsh penalties if there's definite proof that teaming took place. Just add it back. Please. I love the base gameplay of Apex Legends, but playing with random squadmates is an absolutely horrible experience roughly about 9 times out of 10, for reasons ranging simply from too big of a difference in skill to toxicity to players disconnecting to players simply having no ability to or interest in playing as a squad.
Second of all, the loot distribution needs to be changed completely. Have all players start with white armor, a white backbag and a white knockdown, and use the newfound space to add more guns. This will help make the starts of games far less random and luck-dependant. There is simply no excuse for early fights being decided by what bin contains a Peacekeeper and what bin contains a white knockdown shield and some energy ammo.
The less randomness there is, the higher the skill ceiling will be, and the higher the skill ceiling, the more longetivity the game has. Making the game appeal to competitive gamers is absolutely your best bet for boosting it's popularity long-term, and lowering the skill ceiling is NOTHING but detrimental for the game's future as a competitive game. The competitive scene is your best marketing tool, and a goal for more serious players to aim towards. So rather than just throwing money at high profile tournaments hoping it'll stick, work on making the game a natural fit for competition, and then start building a competitive scene for it.
As a side note to that, the game currently just does not work as a serious, competitive game. Everything from the format to the points system to the production values the tournaments have had thus far have been anything from sub-par to embarrassing. But there are a ton of ways to make Apex Legends work as a serious competitive game. I can come up with at least five to ten ways just from the top of my head. But none of those matter, if fundamental things like charactegun balance or loot distribution are as messed up as they are right now.
Third, matchmaking even in the casual mode needs to be leveled. At some point, the playerbase of this game is going to consist of mostly experienced, good players. At that point, random people will simply not be able to hop on and have a good old time, because they will get destroyed by the portion of the playerbase that has been playing for a long time.
What killed Counter-Strike 1.6 and Quake 3/Arena is this: new players stopped coming in, because all the servers were filled with veterans who'd been playing for 5-10 years, and newcomers had absolutely no chance. And neither game did anything to make it easier for new players to hop on. There were bots, with whom you could play on your own server, sure, but that was not enough. There were beginner servers too, sure, but no servers between absolute beginner servers and expert players. So once you graduated from being a complete beginner, you had no choice but to hop on a regular server and get humiliated by the veterans, and that is the point most beginners simply stopped.
And I don't blame them. Make it so players can easily go from beginners to intermediates to good to great, and you won't have new players hopping on for the first time, getting destroyed and never playing again. There will be smurfs, sure, because people are kinda pathetic like that, but it will not be nearly as bad for new players as it will be in a year's time without proper, leveled matchmaking; ranked mode or no. And for the love of god, add hop-ups, gun parts and a way to choose your character to the training mode. I cannot fathom why these things aren't already there. I mean seriously, WHY can't you go test out hop-ups, characters or gun parts in the mode that's called "training"?
Explain this to me, please.
Fourth, you need to stop nerfing guns by adding randomness to them. It is the absolute WORST way to nerf weapons, considering how many other, better ways there are. If there's a single good argument for adding randomness to recoil patterns, over nerfing the fire rate, clip size or damage, I'd very much like to hear it.
All it does is it makes the game more about spraying and praying than precision and skill. And making hop-ups less common, over making them less powerful is also a horrible decision. Disruptor rounds were like the plague in season 2, and were still completely broken after all the nerfs, turning all late game fights into a game of "who found the disruptor rounds".
And what did making them rarer do? Made it more likely that just one team had found the disruptor rounds, and gained that ridiculous advantage with sheer luck. Stumble upon a rare thing and win does not appealing competitive gameplay make.
Fifth, add proper, optional, extra account authentication, and separate lobbies for people who have done it. I bet a lot of people would choose waiting an extra twenty seconds for a great game over getting to a lobby instantly, but risk running into cheaters (with whom I haven't really had any problems with since season 1, to be fair), or horrible, toxic players when queuing solo. Hell, make it possible for players to pay like 5€/month for premium status, and reward the paying players with higher tickrate servers (without lowering the tickrate of the non-paying servers). I'll pay that twice over and once more for good luck if it means I don't have to wonder why a center-mass Peacekeeper blast from hugging distance did 0 damage again.
Sixth, I do not think making the game be about camping and hiding is the right fit for it; if it's a decision in the first place, rather than a bunch of mistakes with gun balance and how ranked points are given out. But regardless, I think it simply cannot be right that a game that separates itself from every other Battle Royale shooter out there with it's movement mechanics and wide range of character abilities is made to be about sitting in a house, taking pot shots at another house where another team is sitting, taking pot shots at the team that's sitting in the third house. Yes, its a BR game, so being the last ones alive SHOULD absolutely be the point. But that does not mean it has to be about hiding or camping. It could be about outmanouvering your opponents or outgunning your opponents, and frankly, I think that would make for much more appealing competitive gameplay. You could encourage this by, for example, making the last circle be relatively small, but not nearly as small it is right now (so as to avoid making the last fights into the incoherent nade-spamming mess they usually devolve into now), and making the ring move around, forcing players to move around.
And last, but most importantly, you need to scrap the idea of releasing bigger patches less often, and instead need to at least release balance patches IMMEDIATELY as they're required; even if you risk going too far in the other direction. I do not understand the thought process behind the decision to release patches less often, and it makes absolutely no sense to me. Many guns and characters in this game are or have been CLEARLY unbalanced. Even completely broken. And it's taken you FAR too long to fix these guns and characters. Surely it can't take that much time to change the damage values of a gun, or the cooldown time of an ability, and surely these small patches with just these balance changes cannot be more than a few megs in size, and SURELY it is better to release patches as they're ready than letting guns and characters be unbalanced?
I understand that you like to test balance changes and monitor guns and characters to see if balance changes are even necessary, but very often it's crystal clear to everyone that something is clearly broken, and no monitoring is needed. Pathfinder in solos was a good example, or disruptor rounds all through season 2. You do not need to form a focus group to figure out how to fix this stuff. You don't. Double the cooldown of Pathfinder's abilities and slash the damage of the disruptor rounds. See what that does. If nobody uses them after that, then you've gone too far in the other direction, and need to pull back a little.
Who cares, these small balance patches will be what, ten megs in size? I doubt the community cares about downloading small patches like twice a week, if it's for the sake of immediately addressing characters or guns that are making the game not fun to play or other characters and guns completely obsolete.
I get that bug fixes and such take far more time to get right and avoid breaking other stuff. But for the love of everything, do NOT sit on balance patches for arbitrary reasons. There was a game some years back called Loadout. It was a fun 3rd person shooter, with the gimmick of players being able to create guns from gun parts, and use them in game. But as you'd expect, there were broken combinations, and one combination in particular was completely jacked (Tesla Beam I believe it was called), requiring absolutely no skill to use and doing ridiculous damage from basically any distance.
It took the devs like a month to fix, and that month basically killed all momentum the game had built, because that one garbage gun made everything else obsolete and the game completely unfun to play, and people just didn't return after the devs finally got around to doing something about it. Do not make the mistake they made. More balance patches, more often. No excuses. Phew. JESUS. I can't believe I'm writing this shit and not even getting paid for it.
But I'd like to end on a high note. Apex Legends is the only game since CS 1.6 and Quake 3 that I've really gotten into and enjoyed, even thinking about either resurrecting my old competitive team, or creating a new one just for Apex. The potential to be both a great competitive game for competitive gamers, and a great fun shooter for more casual gamers is absolutely there, and the changes needed to unlock it are not very big at all.
Season 3 looks to be the biggest the game has seen yet, and the thought of what could be coming in the future makes me all giddy and shit. And from what I've heard, the Halloween event could just be insanely good fun.
It's a great game, and as I've said, I enjoy it very much. But I sincerely dread for it's future, as I've been around online gaming a good while, and I've seen quite a few games with great potential come and go for one reason or another. I'm not saying the stuff I said above is the recipe for continued success, but maybe it's something to consider.
Whatever the case, it's my two cents, so take it for what it's worth (if anything), and have a good upcoming week(end) y'all. And Respawn: stop fucking this up. As much for our sake as it is for YOUR sake.
Introduction to becoming an IGL Part 2
This is part 2. Part 1 I discussed the actual role of being the IGL, how to start as an IGL, basic but effective methods on improving, broke down some easy strategy into becoming an IGL. I talked about the basics and importance of the default on both sides alongside Early - Mid - Late round play that can help you understand each part of the game on a higher magnitude that can help you call and make decisions at a higher level with a better efficiency rate. Part 2 will be including Developing a style for yourself and your team, utilizing your players, setting personal benchmarks for yourself and for your team and implementing a consistent schedule for yourself. I will also toss in some thoughts I have about being an IGL.
I don’t intend for this to be aimed at the top of the top players. I aim this to players of all natures that has ever been interested in picking up the role and by giving you the actual experiences of someone who is grinding this role to be the best I possible can be. I’m not professional, I wouldn’t even regard myself as Semi-professional in general. (Pro league = Pro, ESEA MDL Premier = Semi Pro IMO) I also aim this to players around and below my level of the failures and success I’ve had, to share my experiences in order to better the both of us. This game isn’t about survival, We can help one another progress. That’s all I’m trying to do here.
Let’s talk about Style:
Style is considered the method of which you handle and present the way you work as an IGL in game. Every top tier IGL is different and has their teams play differently. It plays on different levels. If there was only one style that is effective in game, this game would be basic and overall boring to watch. Instead, there is always new styles being brought into this game on all levels by new and old IGL’s progressing overtime. The style of which was the most effective 3 years ago in CS:GO isn’t the same today. On top of that, there is dozen of styles that are effective, there are even styles within styles. Look at the way G2 and SK operates, both have very aggressive styles but completely different ways of operating them. Both have been and continue to be effective for both teams.
Let’s talk about the 4 major different styles. Passive, Aggressive, Counter Strating and Reading. Before I go further, to be most effective as an IGL you have to be proficient and understand all 4 aspects. As well as being able to do that consistently in a team environment.
Let’s understand the 4 major styles:
Passive: Allows the opposing team to control the tempo but in return, takes advantage of the mistakes of the opposing and relies on more team oriented play to win rounds.
Aggressive: In your face, makes the first move, controls the tempo of the game, allows individual plays.
Counter Strating: Focuses on the understanding and info beforehand of a team to make the best decision for the team.
Reading based: Counter strating and playing based off reads is different due to the fact that a lot of counter strating is based on info already known and is decided upon before the round. Playing based off reads is more instinctual calls off of the events during the round that was not decided upon before the round. There is plenty of instances of which both Reading and Countering strating overlap each other but in a grand picture, there is a difference to them.
I want to point out that learning a passive and aggressive style first would be the best. Focusing on counter strating is much more different in the lower leagues, I personally focus on counter strating when I'm playing teams I've faced against in scrims or when I have enough demos of the opposing team to create an effective counter strat plan. Not at lower levels or my own level that I can focus completely on counter strating. I personally believe as the meta moves forward, It's much harder to have your entire style focused on counter strating but rather being able to implement the style into certain rounds to catch the opposing team off guard. The metaphor I'll use for this is: You can't only know a fastball, you must be able to toss in a curve-ball or a slider to be a well rounded pitcher even if your fastball is the most effective.
Now let's move onto creating your style and which best suits you and your team. I personally would start by looking at the players on your team and their best attributes. If you happen to be interested in picking up the role but not currently on a team, I would spend time learning all 4 major styles on a greater stance then once you happen to join or create a team, you can understand which style best fits the entire team while having knowledge of all. I want to point out that learning a passive and aggressive style would be the best then focus more on learning reads and preparing counter strats. When looking at your teammates and yourself, look at what style your teammates are best at. Either playing passive or aggressive. If your team tends to be better at being aggressive, taking your style and implement strategy based around aggressive play. I will say this which is major. Having a balanced range of playing aggressive and passive is needed. If you play overly aggressive on a constant basis, you can get punished in other regards. If you play overly passive, you can punished by individual plays or by quick fast plays. Having a balanced range in which you do both can and will most likely be the most effective. I will also say that if something is ALWAYS working, continue to do it and abuse if it the opposing team doesn't know how to stop or counter it.
Utilizing your players:
Utilizing your players is understanding the strengths and weaknesses of your teammates and effectively putting them in positions that plays more towards their strengths than weaknesses. For this section, I'll use myself and one of my own teammates and how I use this information that I know to be effective both myself and for my teammate. I'll start off by talking about myself:
Gatr, IGL Strengths: Mid round decisions, Clutch scenarios, Confident in opening duels. Weaknesses: Overly passive, Micromanaging too much at times, Weak when getting overwhelmed.
Paralyzed, AWP Strengths: Extremely High efficiency in opening awp duels, Clutch scenarios, Strong when getting overwhelmed. Weaknesses: Mid round decision making, Loses confidence, Lost in the moment/Clock management.
So let's talk about how I use this to be effective. Since I know that my awper is very smart and strong in scenarios in which he is mostly by himself or doesn't have a direct teammate by him. I put him towards Middle on Cache, Outside on Nuke or Middle on Mirage. All positions where he doesn't have a direct player next to him but I know that his decision making in these situations will be better than my own. How do I counter one of his weaknesses? I know that his mid round decisions can be wary or at least decisions I wouldn't make myself. So what I've done is focused in demos on how to play scenarios better from his perspective and spent time talking with him on improving it. Sometimes it can be as easy as having a "fall at 1:00" rule or by having a near by player making decisions or calls that directly uses him that he understands needs to be done when called.
Now let's look at me and use him in an example of which I use his strength and my strengths. He knows his angles to near perfection, limits the amounts he gets caught off guard so I tend to put him in a lot of early round positions to get opening kills on CT and T side. Something that I know of myself is that I get too passive and allow the opposing team to make the first move on both CT and T side in the positions that I either guard on CT or attempt to take control of T side. I attempt to put myself in situations where I'm working with one of my fellow aggressive teammates on T side to force myself not to get controlled and overran. On CT, I spend time learning timings and effective grenade usage to not allow the opposing team to get clean peeks into the sites or positions I'm playing. I also attempt to throw a curve-ball in and take agro control alongside a teammate on CT in an attempt to catch the opposing team off guard.
All in all, Understand your teammates strengths and weaknesses alongside your own, implement a system in which you can put your teammates in their strengths so that they can be effective individually.
Setting personal benchmarks:
Anyone who is or has grinded ESEA leagues understands how much time, dedication, motivation and how difficult it is. You can't coast your way through the leagues putting in minimal effort. On top of that, very rarely do players start at the bottom and go straight to the top fast or even within a few seasons. Maybe a handful of names off the top of my head has been able to achieve this, none the less IGL's. With that said, let's talk about some effective ways to create personal benchmarks for a team as an IGL before and during the ESEA league season. Anyone who isn't familiar with how the ESEA season works, I'll explain as easy as possible. 8 week long regular season with roughly a 4 week long playoff for all divisions. Every map is played twice with a random map being played twice equaling out 16 regular season matches. In order to reach playoffs, you have to finish in the top 256 in Open, 32 in Intermediate, 16 in Main and 8 in premieMDL. You receive promotions from division to division by the finish record you have in playoffs. Winning the whole division can result in moving up multiple divisions, for example winning intermediate promotes you to the MDL premier division the following season. There is more but I hope anyone who didn't understand now has a gist of how ESEA league play works. After the season ends, there is a roughly 30-45 day period between the end of the past season and the beginning of the new one. This time is used for teams to either immediately start preparing for the following season if the roster is set and for teams who need to replace players to do so. Alongside teams that are forming and looking for players to join. After all the dust is settled and your team is ready to start the process of preparing for the next season. I'll do a check list for the personal bench marks for new teams and so on.
- Learn the basics of each map. Executes, setups, rotates and defaults. Focus on the simple executes, get down the basic rotates in scenarios, learn multiple early - mid round CT setups that can be tossed in so the enemy can't simply counter you and ultimately talk about the basic defaults on each map for both sides.
- Scrim. Scrim. Scrim all of it. Put in time and work into your basics. Make sure that you team understands these before moving onto more complicated executes, strategies and setups. If your team doesn't have an effective default, how do you expect to run fakes, double fakes, full blown executes?
- Spend time in the lab watching demos and seeing the mistakes your team is making on the basics.
- Once the basics are down to a point where you and your team is confident with them, put time into learning more complicated executes. Get all your rotates down for each setup for ct. If you're a team that relies more on adjustments, talk and understand what your job is if you're positioned at X, Y is getting hit or taken and Z is either dead, needs support or falling from the position. Learn fake and double fakes for t side. Spend time learning multiple defaults so that you aren't countered by early aggression by the other side.
- Put in personal time outside of team practice to watch your own demos, your team demos, opposing team demos and demos of semi and professional teams. When using your time while viewing professional teams, look for new executes, setups and rotates that your team can use to be effective. Depending on your teams style, look at professional teams that has the same style so that it's easier to put in a default or setup that fits your teams style.
Let's talk about a schedule.
I'll be the first to say that having a consistent schedule is one of the most effective ways to progress as an IGL. Having a consistent schedule that allows you to balance all the needed practice for your overall progression as a player and ultimately an IGL is needed. If you're winging everything, you're going to have gaps in your progress. If you have 4 days where you can put in practice, use 2 for watching demos and the other 2 for deathmatch related practice. Never neglect practicing on your deathmatch skills. If you're looking to get noticed, having good deathmatch skills can be a huge plus as an IGL and could be a good gap filler if you're not as experienced as other IGL's who are trying out for the same team you are.
My schedule is very basic. I always put 30-45 minutes into deathmatch related activities before practice while putting 1-2 hours into demos or my own server thinking of executes, setups, etc at least 5x a week. I personally prefer putting time into deathmatch or demos over playing pugs. I've never really enjoyed the concept of pugging where as 10mans and scrims are a lot more valuable in my eyes. Playing with players with an ultimate purpose seems to be better than playing with randoms for really just blowing time.
Some final thoughts:
I want to be the first to say that being an IGL shouldn't make you perform less than your entry or awper. I personally believe it's more about the positions that plays play. If you have your IGL play a position that gets less action than your awper. In a theoretical stance, it's more likely for your awper to have a higher frag count than your IGL based off the positions, not because of the role. Now let's switch them around and put your IGL in a position that gets a lot of action and he struggles to perform. Now that is where you can start to bring up the issue.
I'm more than open to any constructive criticism anyone has with my thought process as an IGL or any of my guides in general. I'm always looking to improve in all regards. If you feel like I'm wrong in my thought process or wrong in general on a topic, feel free to tell me as long as you give me reasons why. I'm always looking to improve and realizing my mistakes from others pointing them out has been a huge positive for my progression as an IGL.
If you happen to have absolutely any questions related to IGLing, you are more than welcomed to message me here on Reddit, on ESEA, or by adding me on Steam I've had plenty of people ask me all sorts of questions and I'm more than open to answering all types of CS:GO related questions to the best of my ability. I follow the professional scene and the semi-professional scene like a dedicated sports fan so I'm more than open to talking about current events, my personal thoughts on happenings alongside nearly anything CS:GO related. Great love to this community.