Definition of a "pro" player. - Page 5

Definition of a "pro" player.

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vampi3
Posts: 35
Joined: 25 Mar 2009, 18:53

Re: Definition of a "pro" player.

Post by vampi3 »

There is no "pro" player in Spring, because nobody do that for job (as somebody said it on the first page).

Now, what is a godly player ?


- He can be good on FFA, 1vs1, 8vs8, 16vs16.

- He can be good on Speed Metal and on Green Fields.

- He can be good on 12x12 and on 24x24.

- He can be good on ground and water based maps.

- He know how too use Reapers in BA.


More seriously, now :

- A good player adapt his tactics and strategies. To the opponents, the map, and even his allies (if your team mates are bads or noobs, go with it).

- A good player don't think there is nothing between "building nothing but t1 units" and "teching under 6 minutes".

- A good player make his the word "Fool me once, shame on you. Fool me again, shame on me". Mean he try to learn of HIS errors before calling team mates morons.

- A good player don't try to take all the metal spots for himself. And especially, he don't rush on the metal spots then let his allies defend them alone...

- A good player know TA is not SC, and each unit can have a lot of uses. He don't call "morons" team mates who try to use them in surprinzing ways, even when they fail, without before trying to know if the victory was really out of reach.

- A good player know it's not because the opponents don't have tried something they don't try it before the end of the game.

- A good player know there is a lot of "rushs" possibles before "regret" it (pun intended).

- A good player know he have to take risks, reducing power in a way for adding in another. Something, that hurt, but that don't make of him a moron.

- A good player know if some team mate look slow, it's sometimes because he don't trust his team, including you. Really good player accept the "including you", and try to prove himself a valued mate.

- A good player know others have some fondness for units or buildings he judge himself without use, and don't think they are morons.

- A good player don't equate skills and CPU. He know a player with little power in the box has to adapt heavilly is strategy, especially near the end game.

- A good player know a player with few units and little eco is not always a moron, but somebody who saved his ungratefull ass by a good micro-ing of a few squads scattered around the map, damnit ! :wink:

- A good player know attacking bases is not always the better use of heavy arty. Especially, he know what "interdiction" mean.

- A good player try to learn what units are really good (or bad) against whats others.

- A good player don't forgot Spring (particularly *A games) style of game heavilly advantage clans, TS users, and so on. He then don't forgot there are game situations where being in a clan change nothing...

- A good player send advices gently when some team mate look like he don't know / forgot something. Because he know antagonizing team mates lose more games than ennemies Bertha Farms.

- I said advices, not orders.

- A good player remember what "sharing" is. Using the ressources sliders, puting nanos near friendly factory, giving constructors for free, building targetting facilities even if your are not the one with the Berthas, etc... All that can change the outcome of the game.

- A good player know the use of a unit is not only "building cost / ennemy destroyed". The time needed for build, the "interdiction" factor, the protection of creckages, the allied units saved, the change of ennemy strategy because of it, etc. are also to be remembered.

- A good player know if all defenses are on front line, Nukes, Buzz or bomber wings can spell "pierced front" in more than one language...

- A good player try to remember the multiples usages of Air Transport (air drop, unit'naping, reducing the time for reach the front, etc.).

- A good player don't forgot a lot of units or buildings need some adequate eco for being build at an acceptable speed (and that's why adv. solars are not always without use).

- A good player remember the use of invisibility, against radar and eyes. there is other units than snipers and fixed jamers.

- A good player don't forgot their is countermesures against invisibility.

- A good player remember lot of TA units have a ridiculously slow turret turning rate.

- A good player remember lot of TA units need to stop for before turning, and the stupid pathfinding Ai don't help...


and so on...
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Definition of a "pro" player.

Post by Wombat »

wow, someone really took this thread serious
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Definition of a "pro" player.

Post by JohannesH »

What does "interdiction" mean
User avatar
Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Re: Definition of a "pro" player.

Post by Day »

Hurrrr
vampi3
Posts: 35
Joined: 25 Mar 2009, 18:53

Re: Definition of a "pro" player.

Post by vampi3 »

I don't know how to say it in english. Let say "interdiction" is when your ennemy can't use part of the map because if he do, he's destroyed or lose too much.

When you do interdiction, you don't always know if your ennemies are here, but it's more important the ennemies know they CAN'T go here.

Mean they can't attack, or mean they have to attack elsewhere.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Definition of a "pro" player.

Post by Tribulex »

postcount++
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Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: Definition of a "pro" player.

Post by Carpenter »

vampi3 wrote:There is no "pro" player in Spring, because nobody do that for job (as somebody said it on the first page).
That's why the word "pro" is in quotes you dummie. ;)
Anyway thanks for your list.
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Re: Definition of a "pro" player.

Post by Lolsquad_Steven »

Most pro players can suck their own dick.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Definition of a "pro" player.

Post by Wombat »

Lolsquad_Steven wrote:Most pro players can suck their own dick.
number of pros in this community have just significantly increased
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: Definition of a "pro" player.

Post by Pako »

Wombat wrote:
Lolsquad_Steven wrote:Most pro players can suck their own dick.
number of pros in this community have just significantly increased
When wombat and bomba suck each others dicks it's like they suck their own because they are mentally the same.
User avatar
Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: Definition of a "pro" player.

Post by Carpenter »

Pako wrote:
Wombat wrote:
Lolsquad_Steven wrote:Most pro players can suck their own dick.
number of pros in this community have just significantly increased
When wombat and bomba suck each others dicks it's like they suck their own because they are mentally the same.
Today I heard Bomba is having sex with her mom.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Definition of a "pro" player.

Post by Jazcash »

vampi3 wrote:There is no "pro" player in Spring, because nobody do that for job (as somebody said it on the first page).

Now, what is a godly player ?


- He can be good on FFA, 1vs1, 8vs8, 16vs16.

- He can be good on Speed Metal and on Green Fields.

- He can be good on 12x12 and on 24x24.

- He can be good on ground and water based maps.

- He know how too use Reapers in BA.


More seriously, now :

- A good player adapt his tactics and strategies. To the opponents, the map, and even his allies (if your team mates are bads or noobs, go with it).

- A good player don't think there is nothing between "building nothing but t1 units" and "teching under 6 minutes".

- A good player make his the word "Fool me once, shame on you. Fool me again, shame on me". Mean he try to learn of HIS errors before calling team mates morons.

- A good player don't try to take all the metal spots for himself. And especially, he don't rush on the metal spots then let his allies defend them alone...

- A good player know TA is not SC, and each unit can have a lot of uses. He don't call "morons" team mates who try to use them in surprinzing ways, even when they fail, without before trying to know if the victory was really out of reach.

- A good player know it's not because the opponents don't have tried something they don't try it before the end of the game.

- A good player know there is a lot of "rushs" possibles before "regret" it (pun intended).

- A good player know he have to take risks, reducing power in a way for adding in another. Something, that hurt, but that don't make of him a moron.

- A good player know if some team mate look slow, it's sometimes because he don't trust his team, including you. Really good player accept the "including you", and try to prove himself a valued mate.

- A good player know others have some fondness for units or buildings he judge himself without use, and don't think they are morons.

- A good player don't equate skills and CPU. He know a player with little power in the box has to adapt heavilly is strategy, especially near the end game.

- A good player know a player with few units and little eco is not always a moron, but somebody who saved his ungratefull ass by a good micro-ing of a few squads scattered around the map, damnit ! :wink:

- A good player know attacking bases is not always the better use of heavy arty. Especially, he know what "interdiction" mean.

- A good player try to learn what units are really good (or bad) against whats others.

- A good player don't forgot Spring (particularly *A games) style of game heavilly advantage clans, TS users, and so on. He then don't forgot there are game situations where being in a clan change nothing...

- A good player send advices gently when some team mate look like he don't know / forgot something. Because he know antagonizing team mates lose more games than ennemies Bertha Farms.

- I said advices, not orders.

- A good player remember what "sharing" is. Using the ressources sliders, puting nanos near friendly factory, giving constructors for free, building targetting facilities even if your are not the one with the Berthas, etc... All that can change the outcome of the game.

- A good player know the use of a unit is not only "building cost / ennemy destroyed". The time needed for build, the "interdiction" factor, the protection of creckages, the allied units saved, the change of ennemy strategy because of it, etc. are also to be remembered.

- A good player know if all defenses are on front line, Nukes, Buzz or bomber wings can spell "pierced front" in more than one language...

- A good player try to remember the multiples usages of Air Transport (air drop, unit'naping, reducing the time for reach the front, etc.).

- A good player don't forgot a lot of units or buildings need some adequate eco for being build at an acceptable speed (and that's why adv. solars are not always without use).

- A good player remember the use of invisibility, against radar and eyes. there is other units than snipers and fixed jamers.

- A good player don't forgot their is countermesures against invisibility.

- A good player remember lot of TA units have a ridiculously slow turret turning rate.

- A good player remember lot of TA units need to stop for before turning, and the stupid pathfinding Ai don't help...


and so on...
I disagreed with most of this in the fact that to be a good player you have to do those things which is bullshit. Although, your lack of English made it a fun read.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Definition of a "pro" player.

Post by Spawn_Retard »

JAZCASH wrote:
I disagreed with most of this in the fact that to be a good player you have to do those things which is bullshit. Although, your lack of English made it a fun read.
HAHAAHA your lack of English makes your point invalid!

Come on now jaz, play nice :regret:
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Raghna
Posts: 185
Joined: 11 Jul 2007, 17:04

Re: Definition of a "pro" player.

Post by Raghna »

A "pro" player makes flash.

/thread
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CommanderKeen
Posts: 23
Joined: 20 Jan 2010, 08:54

Re: Definition of a "pro" player.

Post by CommanderKeen »

A pro player is the title that some of the better players give themselves to feel a false sense of achievement about their life rather then admit that they have wasted most of their life playing computer games and not actually done anything worth while. IE. build a career and/or healthy social life.
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Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: Definition of a "pro" player.

Post by Carpenter »

CommanderKeen wrote:A pro player is the title that some of the better players give themselves to feel a false sense of achievement about their life rather then admit that they have wasted most of their life playing computer games and not actually done anything worth while. IE. build a career and/or healthy social life.
If you enjoy playing games, you don't waste your life then. It's not any definition of wasting your life if you spend time in front of computer screen and play games or discuss with your internet friends. Nonono, what I've learned about having so called "life" is, that it's baffling. All I need is woman and a job to get money from, then I do anything I like in my spare time.

Oh yes and is there anything wrong if you have some sort of little internet world along with the real life? ;)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Definition of a "pro" player.

Post by Gota »

Everything is real life..
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Definition of a "pro" player.

Post by 1v0ry_k1ng »

Carpenter wrote:Oh yes and is there anything wrong if you have some sort of little internet world along with the real life? ;)
I think there is a tipping point in your ratio of internets+gaming to real life where it becomes wrong, and becoming pro at the games involves crossing that point for a period.
User avatar
Carpenter
Posts: 216
Joined: 10 Jul 2009, 16:07

Re: Definition of a "pro" player.

Post by Carpenter »

1v0ry_k1ng wrote:
Carpenter wrote:Oh yes and is there anything wrong if you have some sort of little internet world along with the real life? ;)
I think there is a tipping point in your ratio of internets+gaming to real life where it becomes wrong, and becoming pro at the games involves crossing that point for a period.
If there is a possibility to become a "pro" in a video game, or let's just say good player, then so what? :D The main goal for me in spring is to be better than keijj0 and becoming a "pro" doesnt change anything at all.

Ah yes and ratio of internets/real life? Real life still beats internets in any scale.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Definition of a "pro" player.

Post by Tribulex »

This is how i rate myself on any given day:


I make 3 smurf accounts, and play a 1v1 on each account against someone in PinK, SI, or some other so called "reputable" BA clans. I try to win them with core air (1 point) or arm air (2 points).

Then I find an ffa game, log into with a vet account, and try to dgun as many labs as possible and kill as many coms as possible without dying with this build order:

mex, solar, airplant, solar, reclaim air plant. build 1 scout and 1 air trans.

each lab is 1 point, each com without dying is 5 bonus points.

killing coms and labs with your com explosion does not count. However, you can dgun a lab and then die. That is permissible.

if you manage to score at least 1 point on every player in the map, you are officially the best spring player in the universe.

if you score at least 15 points you are pro.

My record so far is 27 points (1 arm air 1v1, 2 core air 1v1, 7 ffa labs, and 3 ffa coms). I died when someone midair combombed me, and luckily it was his only com too so he didnt survive his transgression.
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