| 1 |
The early exits (-282 and -304) shouldn't count; players failing to join or dropping minute 1 is a different problem entirely.
|
1 |
The early exits (-282 and -304) shouldn't count; players failing to join or dropping minute 1 is a different problem entirely.
|
| 2 |
\n
|
2 |
\n
|
| 3 |
For
the
others,
there
mostly
wasn't
a
massive
difference
in
the
amount
of
backlining
going
on
although
some
players
were
frontlining
ineffectively;
if
a
large
team
loses
a
game
off
of
the
decision
of
one
extra
Red
Dwarf-rank
player
to
go
gunships,
it's
probably
a
symptom
of
broader
coordination
issues
or
getting
outplayed
more
generally.
|
3 |
For
the
others,
there
mostly
wasn't
a
massive
difference
in
the
amount
of
backlining
going
on
although
some
players
were
frontlining
ineffectively
(
mostly
Dirtbag,
Puppy
and/or
Skuttle)
;
if
a
large
team
loses
a
game
off
of
the
decision
of
one
extra
Red
Dwarf-rank
player
to
go
gunships,
it's
probably
a
symptom
of
broader
coordination
issues
or
getting
outplayed
more
generally.
|
| 4 |
\n
|
4 |
\n
|
| 5 |
The one glaring exception was the 3-player Singularity Reactor rush in -292, where one of the frontline players was also lagging/crashing during the opening.
|
5 |
The one glaring exception was the 3-player Singularity Reactor rush in -292, where one of the frontline players was also lagging/crashing during the opening.
|
| 6 |
\n
|
6 |
\n
|
| 7 |
The residual complaint, I think, comes down to the anti-synergy between one particular two-stack that kept going on katastrophe's team later in the sequence.
|
7 |
The residual complaint, I think, comes down to the anti-synergy between one particular two-stack that kept going on katastrophe's team later in the sequence.
|