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A truly painful Salvage match to watch...*Vid* (Destiny)

by Korny @, Dalton, Ga. US. Earth, Sol System, Sunday, November 01, 2015, 08:51 (3549 days ago)
edited by Korny, Sunday, November 01, 2015, 09:08

My personal belief is that you never go for the Relic capture during Salvage. It just takes far too long to capture the point compared to how long it takes to disable it (and the points for a capture aren't really worth the hassle). A sneaky enemy can take cover behind the point and disable it before you can kill him, and teammates that activate the point out of desperation (especially when they're alone on the point) just feed the enemy a free set of Disable points.
It's frustrating. Case in point, this game of Salvage that I chose to play with a team of Randoms who insisted on going for the point. Regardless of how easily the enemy was disabling them. Despite the enemy having six captures, the score was relatively the same. Had my teammates not handed four Disables to the enemy, I'm confident that things would have turned out differently, since we lost by 215 points...

If you're entirely confident in your team's ability to fend off the enemy, it's another story, but I've found that 90% of the time, it's better just to let the enemy team grab it, then take them out and disable it.

*Bad Teammate Trigger Warning*


Seriously, I open the match with a Reign of Terror (23-kill spree) and a healthy lead, and they still can't seem to take advantage of it.

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A truly painful Salvage match to watch...*Vid*

by Speedracer513 @, Dallas, Texas, Sunday, November 01, 2015, 16:43 (3549 days ago) @ Korny

*Bad Teammate Trigger Warning*

Bad teammate indeed. I didn't see you go for even a single revive on your teammates! Just a few of those would have given you the 215 points you needed, not to mention making it more likely you would have successfully defended some of those relics!

+1

by someotherguy, Hertfordshire, England, Sunday, November 01, 2015, 17:21 (3549 days ago) @ Speedracer513

But then he might not get a 23-kill spree, which was the real point of the post.

A truly painful Salvage match to watch...*Vid*

by Claude Errera @, Sunday, November 01, 2015, 17:37 (3549 days ago) @ Speedracer513

*Bad Teammate Trigger Warning*


Bad teammate indeed. I didn't see you go for even a single revive on your teammates! Just a few of those would have given you the 215 points you needed, not to mention making it more likely you would have successfully defended some of those relics!

So that's an interesting philosophical question, actually. There were a few times when he held back, away from the action, knowing he could get a sniper kill on the guy fighting his teammate. (I guess the HOPE was that the teammate would survive long enough that the enemy would enter his sights before winning the 1v1... but that never seemed to happen.) That left him far enough away that revives were difficult, if not impossible, because the teammates seemed to be spamming the respawn button.

There are obviously exceptions to that, and you're right - 5 revives would have changed the outcome of the game (maybe fewer, if you're right about defenses)... but that has to be balanced against the 100 points per kill he got each time by waiting for the headshot.

It was definitely a team-unfriendly gameplay style, but I'm not POSITIVE it would have turned out differently had he been more of a team player (it might not have been as close as it was, in fact.) A good example of the reflex time of his teammates comes right at the end of the match; Teammate grabs heavy, he and Korny head for C. Korny snipes the dude coming in from the outside... and the teammate fires a rocket almost a full second AFTER the enemy actually falls. (I have certainly missed rocket kills by having them sniped out from under me - but for the most part, we're firing at roughly the same time. Being a full second behind means you're dead, most of the time.)

Add to that that the leader on the other team figured out about a third of the way through the map that Korny was the threat, and focused on him... I dunno. It's a tough call. He had terrible teammates, and he PLAYED as a terrible teammate. Which did more damage? It's pretty tough to say.

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A truly painful Salvage match to watch...*Vid*

by red robber @, Crawfish Country, Sunday, November 01, 2015, 17:46 (3549 days ago) @ Claude Errera

*Bad Teammate Trigger Warning*


Bad teammate indeed. I didn't see you go for even a single revive on your teammates! Just a few of those would have given you the 215 points you needed, not to mention making it more likely you would have successfully defended some of those relics!


So that's an interesting philosophical question, actually. There were a few times when he held back, away from the action, knowing he could get a sniper kill on the guy fighting his teammate. (I guess the HOPE was that the teammate would survive long enough that the enemy would enter his sights before winning the 1v1... but that never seemed to happen.) That left him far enough away that revives were difficult, if not impossible, because the teammates seemed to be spamming the respawn button.

There are obviously exceptions to that, and you're right - 5 revives would have changed the outcome of the game (maybe fewer, if you're right about defenses)... but that has to be balanced against the 100 points per kill he got each time by waiting for the headshot.

It was definitely a team-unfriendly gameplay style, but I'm not POSITIVE it would have turned out differently had he been more of a team player (it might not have been as close as it was, in fact.) A good example of the reflex time of his teammates comes right at the end of the match; Teammate grabs heavy, he and Korny head for C. Korny snipes the dude coming in from the outside... and the teammate fires a rocket almost a full second AFTER the enemy actually falls. (I have certainly missed rocket kills by having them sniped out from under me - but for the most part, we're firing at roughly the same time. Being a full second behind means you're dead, most of the time.)

Add to that that the leader on the other team figured out about a third of the way through the map that Korny was the threat, and focused on him... I dunno. It's a tough call. He had terrible teammates, and he PLAYED as a terrible teammate. Which did more damage? It's pretty tough to say.

Same conundrum I face in Control. I'm much better (at least in K/D), when I simply focus on the kills rather than rushing to capture the points. However the higher scores usually go to players who rush. I like to think I'm giving away less points, but am I really only scoring less for my team? This is why I like playing Defender. I can hang back and get the kills to my advantage and when I get rushed, I can protect my closest control point with my bubble allowing my team to get the bonus points longer.

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A truly painful Salvage match to watch...*Vid*

by Speedracer513 @, Dallas, Texas, Sunday, November 01, 2015, 17:51 (3549 days ago) @ Claude Errera

Many good points that I agree with.

For the most part, my post was just to rib our favorite troll a little, especially considering how many dozens of hours of PvP I play with Korny - especially all the Trials runs where he gives me crap for missing a revive (even though his orb is floating out in the open because he's just a tad aggressive. :-)

A truly painful Salvage match to watch...*Vid*

by Claude Errera @, Sunday, November 01, 2015, 18:26 (3549 days ago) @ Speedracer513

Many good points that I agree with.

For the most part, my post was just to rib our favorite troll a little, especially considering how many dozens of hours of PvP I play with Korny - especially all the Trials runs where he gives me crap for missing a revive (even though his orb is floating out in the open because he's just a tad aggressive. :-)

lol - I was feeling guilty in a strike yesterday, because both of my teammates were dying regularly, but one was hanging back and dying in cover, while the other was rushing in and dying out in the open. I felt like I was favoring one over the other because I revived the more timid one about 5x as often as the aggressive one. :) (No favor, I just didn't want to die!)

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A truly painful Salvage match to watch...*Vid*

by Lekku, Canada, Monday, November 02, 2015, 14:27 (3548 days ago) @ Claude Errera

Its interesting because just recently on Reddit there were several threads made about the Salvage gametype and how 'unfair' the scoring was considering the small gains you get for starting a relic compared to the large bump for dismantling. The scoring in Salvage is actually more complex than I realized:

https://www.reddit.com/r/DestinyTheGame/comments/3qjzjk/salvage_scoring_gets_you_points_for_every_player/

Essentially, every player you have helping to deploy the probe nets you another 100 points.

I'll confess I typically played a very similar style to Korny when playing salvage as I always thought the deployment was a set score as was the bonus for a capture. So in that scenario hanging back from the relic makes sense as you can cover the guardian deploying much easier. Turns out I may have been doing more harm than good as I could be securing more points, and speeding up the capture, by trying to help get the probe in the first place instead of fanning out looking for targets ahead of the deployment being successful.

I've often felt that it wasn't advantageous to actually deploy the probes but rather just dismantle them, especially when playing with randoms. Knowing now how that initial scoring works I'll try and get more involved with the actual deployment before spreading out.

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A truly painful Salvage match to watch...*Vid*

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, November 03, 2015, 02:01 (3547 days ago) @ Lekku

Its interesting because just recently on Reddit there were several threads made about the Salvage gametype and how 'unfair' the scoring was considering the small gains you get for starting a relic compared to the large bump for dismantling. The scoring in Salvage is actually more complex than I realized:

https://www.reddit.com/r/DestinyTheGame/comments/3qjzjk/salvage_scoring_gets_you_points_for_every_player/

Essentially, every player you have helping to deploy the probe nets you another 100 points.

I'll confess I typically played a very similar style to Korny when playing salvage as I always thought the deployment was a set score as was the bonus for a capture. So in that scenario hanging back from the relic makes sense as you can cover the guardian deploying much easier. Turns out I may have been doing more harm than good as I could be securing more points, and speeding up the capture, by trying to help get the probe in the first place instead of fanning out looking for targets ahead of the deployment being successful.

I've often felt that it wasn't advantageous to actually deploy the probes but rather just dismantle them, especially when playing with randoms. Knowing now how that initial scoring works I'll try and get more involved with the actual deployment before spreading out.

The only issue that I have with that scoring is that you'd have to have your entire team there in order to get those extra points, and that would mean that not only would everyone in your team be aware of the scoring system (a bit unlikely when playing with randoms), but that would mean successfully keeping the enemy team away with your teammates alive, otherwise the point difference wouldn't be worth the deployment.

We've found that since the enemy team tends to get tunnel vision with the point, it's easy to use it as a trap, rather than going for the capture. We even used it to help Sammy farm her Jolly Holliday:

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