How to win at DB v1.8 (long semi-rant)
Posted: 22-07-2003 05:11
How to win at Deathball v1.8:
Step 1:
Take all 5 players on your team and put them in at the edges of your Pbox. 4 players, 1 on each side, 2 sharing the front portion, and a keeper.
Step 2:
After stopping ANY shot they can possibly throw at you (which is remarkabley easy) use the keeper and 1 defender to boost the other 3 players up field. This might take some practice. One all 3 offensive players are at 1/2 pass the ball up to one of them and move the last defender to the depest man on offense.
Step 3:
Run a 3 v 3 offense against defense. Use a double block to lead the way for the ball carrier and you'll almost always get a 1/2 decend shot at the net. Score, rinse and repeat. If in the process 1 player is killed have the other 2 offensive player get them selvs intentionall killed to respawn them on defense.
Why this is so effective:
On defense turtling within the Pbox allows for you to block shots, deflect shots, kill the ball carrier, kill the other attackers, and make the shooter miss or give the ball up. From the front (closest line) to the net at a 95-98% charge the ball will reach the net and score at ~.5 seconds. From the sides, its slightly longer at ~.54 seconds.
Due to turtling any no player can get to the front line and shoot a good shot without a blocker or 2 BUT because of this they would have to bring 4 people upfiled (meaning no defenders) to penetrate the turtle successfully. This sounds fair, but considering the hammer range against an enemy currently, from the edge of the pbox, the ball will take an extra .2 seconds to reach the net at least.
This .52 second shot is pefect will fall EXACTLY under the keeperer hammer delay and make it VERY difficult to stop if its a well placed shot. BUT! Because of deflect, shake, overcharge, 1 hit kills and the guelingly long charge time, these shots are near impossible to pull off (especilly since 2 players guard the front of the Pbox). If the keeper can catch the shot (if it even gets on the net) good, if not, they simply spam it away towards center field and wait for another wave of attackers.
After doing this for 1-2 waves the waves get broken up and the attack becomes a 2v4. If the defense gets the ball in the time they can EASY boost upfield createing a 3v2 situation, with control of the ball. The 2 attackers left can boost back and make a 3v3 but they're already playing catch-up. Eventually doing these 3v2 rushs will catch the attackers off guard and create 3v1's and sometimes the occasion 2-3 man break away. If they dont do it right, who cares? get gibbed, respawn on D and wait.
Eventually due to this chip away system the game either becomes an absolute boingly lengthy game with scores in the very low digits, if any at all or a complete blowout for the team that uses this method. Any attack used against the 5 man tutle is useless except the 2-3 man lead which is basically doing the same system, but allowing the defenders to have 1 defender pick and still usually come out on top resulting in a goalhanger.
The only thing that sets teams apart that use this tactic are their keepers and their 1 defender. The keeper that catchs more (opposed to volleying away) will create more offensive oppertunities. The 1 defender is what prevents the goal hanger situation. The team with the better keeper and better defender will win 100% of the time or tie if they have a bad offense, because due to the chip away system they will EVENTUALLY have an odd man rush and will likely score.
What makes this tactic possible:
- The size and shortened delay of the keeper hammer
- The ability to stack the Pbox with you entire team
- The "instant-offense" that can be created in 2 hammer shots
- The convienience of respawning on defense.
- The shot speed/pbox size/hammer delay ratios.
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I remember when DB was fun. When i would jump on a server, play for about 15-20 mins, and just have fun, not caring whether i won or lost. When pub games were actually enjoyable because it wasnt competative at all.
Simply put, in DB now, everything too easy is too effective. Plain and simple. Pbox camping is incredibly easy. You could teach your 5 year old brother to sit in the white lines and blast people when he hears them charge. Untill this is changed DB will never be fun because playing offense isnt any fun unless you either are playing againts people that dont know what they're doing, or
playing an a game where everyones playing offense and the scores get very high (like volley only games).
Since when was DB all about goalhangers and box campers? theres a lot more to the pitch thats being completely ignored other that "you use this to get upfield". You go on offense where the pbox campers are you get killed and go back to defense where the goal hangers are. You just experienced all DB has to offer. Good job.
Unless DB is changed for the better to balance out the skill differential between defending and attacking, i'm sure many people will agree with most of my speel. Deathball is getting way too competitive for no apparent reason. Even PUG games and scrims shouldnt be this competitive. We're not playing for money or prizes or world-wide recognition. We're playing because we want to. I personally dont want to be frustrated, i dont want to be pissed of by a game thats suppost to be fun.
I'm sure you've heard the proverb "you can lead a horse to water but you cant make him drink", this applys very much with deathball. We have the game, we play the game, you just arnt making us play it a certain way and your continuing to restrict the certain ways we do find. Dribble, the boost trick... Finding advantages over others by playing more and develpoing skill... set-jump timing, not being boost reliant... that all went out the window.
So i ask you, how are we suppost to play DB? Are we suppost to play it like posted above? A long, boring, drawn-out match that I know gives me no feeling of self-accomplishment using the easiest aspects of the game to stop and attack the other team, a stalemate if you will? Are we suppost to play spam ball, blasting the ball around with our oversized hammers, at the speed we drive our cars in a small enclosed cube map? Are we suppost to not defend and make the game have high scores and make it pointless to play competativly?
I don't know the answer, i dont hold the vision, but i do believe "the blind leading the blind" applies to he who does.
Step 1:
Take all 5 players on your team and put them in at the edges of your Pbox. 4 players, 1 on each side, 2 sharing the front portion, and a keeper.
Step 2:
After stopping ANY shot they can possibly throw at you (which is remarkabley easy) use the keeper and 1 defender to boost the other 3 players up field. This might take some practice. One all 3 offensive players are at 1/2 pass the ball up to one of them and move the last defender to the depest man on offense.
Step 3:
Run a 3 v 3 offense against defense. Use a double block to lead the way for the ball carrier and you'll almost always get a 1/2 decend shot at the net. Score, rinse and repeat. If in the process 1 player is killed have the other 2 offensive player get them selvs intentionall killed to respawn them on defense.
Why this is so effective:
On defense turtling within the Pbox allows for you to block shots, deflect shots, kill the ball carrier, kill the other attackers, and make the shooter miss or give the ball up. From the front (closest line) to the net at a 95-98% charge the ball will reach the net and score at ~.5 seconds. From the sides, its slightly longer at ~.54 seconds.
Due to turtling any no player can get to the front line and shoot a good shot without a blocker or 2 BUT because of this they would have to bring 4 people upfiled (meaning no defenders) to penetrate the turtle successfully. This sounds fair, but considering the hammer range against an enemy currently, from the edge of the pbox, the ball will take an extra .2 seconds to reach the net at least.
This .52 second shot is pefect will fall EXACTLY under the keeperer hammer delay and make it VERY difficult to stop if its a well placed shot. BUT! Because of deflect, shake, overcharge, 1 hit kills and the guelingly long charge time, these shots are near impossible to pull off (especilly since 2 players guard the front of the Pbox). If the keeper can catch the shot (if it even gets on the net) good, if not, they simply spam it away towards center field and wait for another wave of attackers.
After doing this for 1-2 waves the waves get broken up and the attack becomes a 2v4. If the defense gets the ball in the time they can EASY boost upfield createing a 3v2 situation, with control of the ball. The 2 attackers left can boost back and make a 3v3 but they're already playing catch-up. Eventually doing these 3v2 rushs will catch the attackers off guard and create 3v1's and sometimes the occasion 2-3 man break away. If they dont do it right, who cares? get gibbed, respawn on D and wait.
Eventually due to this chip away system the game either becomes an absolute boingly lengthy game with scores in the very low digits, if any at all or a complete blowout for the team that uses this method. Any attack used against the 5 man tutle is useless except the 2-3 man lead which is basically doing the same system, but allowing the defenders to have 1 defender pick and still usually come out on top resulting in a goalhanger.
The only thing that sets teams apart that use this tactic are their keepers and their 1 defender. The keeper that catchs more (opposed to volleying away) will create more offensive oppertunities. The 1 defender is what prevents the goal hanger situation. The team with the better keeper and better defender will win 100% of the time or tie if they have a bad offense, because due to the chip away system they will EVENTUALLY have an odd man rush and will likely score.
What makes this tactic possible:
- The size and shortened delay of the keeper hammer
- The ability to stack the Pbox with you entire team
- The "instant-offense" that can be created in 2 hammer shots
- The convienience of respawning on defense.
- The shot speed/pbox size/hammer delay ratios.
--------------------------------------------------------------------------
I remember when DB was fun. When i would jump on a server, play for about 15-20 mins, and just have fun, not caring whether i won or lost. When pub games were actually enjoyable because it wasnt competative at all.
Simply put, in DB now, everything too easy is too effective. Plain and simple. Pbox camping is incredibly easy. You could teach your 5 year old brother to sit in the white lines and blast people when he hears them charge. Untill this is changed DB will never be fun because playing offense isnt any fun unless you either are playing againts people that dont know what they're doing, or
playing an a game where everyones playing offense and the scores get very high (like volley only games).
Since when was DB all about goalhangers and box campers? theres a lot more to the pitch thats being completely ignored other that "you use this to get upfield". You go on offense where the pbox campers are you get killed and go back to defense where the goal hangers are. You just experienced all DB has to offer. Good job.
Unless DB is changed for the better to balance out the skill differential between defending and attacking, i'm sure many people will agree with most of my speel. Deathball is getting way too competitive for no apparent reason. Even PUG games and scrims shouldnt be this competitive. We're not playing for money or prizes or world-wide recognition. We're playing because we want to. I personally dont want to be frustrated, i dont want to be pissed of by a game thats suppost to be fun.
I'm sure you've heard the proverb "you can lead a horse to water but you cant make him drink", this applys very much with deathball. We have the game, we play the game, you just arnt making us play it a certain way and your continuing to restrict the certain ways we do find. Dribble, the boost trick... Finding advantages over others by playing more and develpoing skill... set-jump timing, not being boost reliant... that all went out the window.
So i ask you, how are we suppost to play DB? Are we suppost to play it like posted above? A long, boring, drawn-out match that I know gives me no feeling of self-accomplishment using the easiest aspects of the game to stop and attack the other team, a stalemate if you will? Are we suppost to play spam ball, blasting the ball around with our oversized hammers, at the speed we drive our cars in a small enclosed cube map? Are we suppost to not defend and make the game have high scores and make it pointless to play competativly?
I don't know the answer, i dont hold the vision, but i do believe "the blind leading the blind" applies to he who does.