Teamwork  Tagged Articles RSS Feed | Teamwork  RSS Feed on en Launch Media Network Beginner's guide to World of Tanks: 5 things you need to know! Mon, 08 Feb 2016 12:38:41 -0500 Alec Pearce

World of Tanks is easy to pick up but is a hard game to master. For new players, the low tiers (1-5) are all about learning the ropes against similarly experienced opponents.

With this in mind, I am going to go over five crucial aspects of WoT that all new players must get to grips with before moving to the higher tiers. These skills will massively increase your survivability on the battlefield and will make you stand out from the casual gamers.

1. Angle your armor!

This is probably the most important thing you could ever learn in World of Tanks and is one of the first things taught in the tutorial. Maximizing your armor's effectiveness is the key to taking non-damaging hits and surviving for far longer on the battlefield. I see far too many new players just sitting in the open, facing the enemy straight on - they take a couple of hits and die because their armor was rendered ineffective by not angling.

To make the most of your tank's protection angle your armor at about 45 degrees but also take note of your base stats. If you have extremely thin armor to begin with, it would be far better to stay out of site and provide supporting fire.

2. Know where to shoot

This may seem pretty obvious at first but knowing the best places to shoot an opponent is often the difference between life and death. All tanks have weakspots, whether that be the sides or rear of the vehicle, the commander's cupola or a machine gun port on the front hull. Identifying these weaknesses on the battlefield is crucial and new players MUST learn to exploit them at lower tiers as it is even more important at the higher tiers.  

Take a look at the T29's (Tier 7 American heavy tank) armor profile (courtesy of World of Tanks Guru):

As you can see, although it has mediocre frontal armor to begin with, the forward machine gun port is by far the weakest area on the upper glacis. The lower glacis is also usually a weak point for every tank, so if possible you must shoot there! You are much more likely to penetrate and thus damage the target by shooting at these weakspots, so make sure you aim for them and memorise as many as you can for each tank you encounter.

3. Work with others and think about what the enemy is planning

This basically means 'don't be a loner' and 'plan ahead'. Although some tanks can be utilised in solo roles (e.g. light tanks), for the most part you always want to ensure that you have the support of your allies. What's the point in spotting loads of targets in your light tank if there's nobody shooting at them? Similarly, your heavy tank is easy pickings for enemy heavies and flanking mediums if you're left isolated and exposed, without supporting fire from your team. Too many new players race straight out into the middle of the battlefield, immediately getting decimated by the opposing team. Don't be that guy, you're no use to your team dead.

Secondly, anticipating your enemy's moves and reacting before they occur will place you in extremely advantageous positions that can save a match from defeat. If you see the enemy is about to break through on the other flank, signal your allies to race over there before they do. Even if you just hold up their advance for a minute or so, this can give allied tanks the crucial time needed to capture the base or come over and help you out.

4. Understand the strengths and weaknesses of your tank

This is so fundamentally important, but too many players simply ignore what their tank is and is not made to do.

  • A light tank is for scouting and support, not the frontline.
  • Heavy tanks are for close range brawling. They are terrible scouts and are not mobile enough to change flanks at will like mediums and lights.
  • Most medium tanks play a support role and are designed to exploit the poor mobility of heavy tanks, using their manoeuvrability to exploit the weak side and rear armor of their targets.
  • Tank destroyers should endeavour to remain hidden, using their huge guns to wreak havoc on the enemy from a rear line support role. 
  • Finally, artillery should always be at the back of the map, firing a shot then moving a short distance to a new location to avoid counter-battery fire.

This is a very, very simplified explanation of each tank type's role and I must stress that not all tanks conform to their category's generalised overview. There are slow moving, heavily armored mediums and fast moving 'medium-esque' heavy tanks. Similarly there are tank destroyers which belong on the front line because their camouflage values are so bad. An example of this would be the Tier 5 British tank destroyer, the AT-2. It has amazing frontal armor but is slow moving and should be used like a heavy tank in an assault role.

If you find your tank does not play like a 'normal' vehicle of its type, then you must adjust your play accordingly. 

5. Choose your loadouts wisely

This is perhaps less crucial at lower tiers but is essential if you wish to make the jump up into the big leagues. As a general rule, you should equip every tank you own with a medkit, a repair kit, and a fire extinguisher. This will allow you to bring injured crew and damaged modules back to the fight while also preventing huge amounts of fire damage to your vehicle. This is good enough for the low tiers, but when you get to Tier 6 and above you may want to consider using the premium versions of these consumables or take food instead (which buffs your crew's skills).

Then comes equipment, which has a significant impact on the effectiveness of your tank. You want to use equipment that benefits your vehicle's play style. For example, a light tank could be loaded with coated optics or binoculars, a camo net and ventilation (to boost crew skills). A heavy tank could take ventilation, gun rammer (to speed up reloads) and enhanced gun laying drive (to improve aim time). 

Finally, when it comes to ammunition, it is always good to take a mix of all ammo types. If your tank has a capacity of 50 rounds, for example, take 30 standard AP rounds, 15 APCR or HEAT rounds (these have higher penetration) and 5 high explosive shells. If you have a low calibre gun then I'd recommend leaving out HE shells and take extra standard or high penetration rounds.

Equipment available in World of Tanks

With these tips, you should be well on your way to becoming an accomplished player in World of Tanks. If this guide was helpful for you let me know in the comments below. Good luck and happy hunting on the battlefield!

League of Legends could fix 80% of teamwork problems with one question Sun, 11 Oct 2015 17:37:21 -0400 Addison Blu

If I play a match-made game of League of Legends with random strangers, I will end up with one of two teams: 

  1. My team is going to think very much like I do, and we are all going to work together like a nerdy version of The Avengers.
  2. My team will be irreparably different from me, and we will fight each other harder than we fight the other team.

But it doesn’t matter how much I type with caps lock on, or how many exclamation points I use, or how nicely I try to negotiate with Yasuo: Team B will never come together.

That’s not to say that Team B can’t win, but even if we do, it’s not an enjoyable experience.

There are so many games where a fictional Random Player can actually be making a major contribution to the team, but if that Random Player isn’t contributing the same way that the other people on his team would, they’re still likely to think something is wrong with Random Player.

A Compatibility Survey Eliminates 80% Of Arguments Before Matchmaking Starts

We all want to get on Team A, but with random matchmaking, whether we will is up to chance. But we could use a team compatibility survey to fix that.

A good teamwork compatibility survey would ask this one question:

“What is the most important thing in a game of League of Legends?”

  • Farming and playing skillfully
  • Staying alive and maintaining vision
  • Grouping and helping teammates in need 
  • Taking objectives like towers and dragons
  • Having fun

Although the distribution may end up being unequal, let’s assume that with 5 choices, 20% of players fall into each category. If Riot Games asks every player to answer this question for their account, Riot can then match them with similar players.

With this model, when Random Player decides to take his Lee Sin back to base instead of trying to help Akali run away from Udyr, members of the team can decide whether Random Player lived up to his own self­-stated priority, whatever that may be. 

Of course, there will be some subjective interpretation here, but at least the players have all announced their principles, and everyone can anticipate what their team is going to focus on. I would gladly still argue from time to time, but maybe only 20% as much as I currently do on League of Legends - so about 19% of every game.

There Is No Right Answer To The Survey, But People Will Enjoy Playing More

The disputes on how to play a game of League of Legends are akin to those that arise when you ask a group of five people how to row a boat together. There is more than one way to row a boat, but if everyone is rowing differently, the boat is never going to get to shore.

It’s not about finding the single right answer, because if that were the case, Riot Games would just try to indoctrinate its players into one priority culture. It’s about finding one answer that works for all five members of the team. And the answer for one team may not necessarily be the answer for another.

A team that answers the same way on the compatibility survey is likely to have many other psychological factors in common that will make them more capable of working together.

  • People who prioritize having fun will be more empathetic, which should lead to a more enjoyable gameplay experience, win or lose.
  • Players who prioritize taking objectives may be mostly concerned about small goals, and will be more mindful of the present rather than worrying about the fate of the game.
  • If you prioritize farming and playing skillfully, you may not be very interactive, which is normally better if your team isn’t trying to interact with you either.
These are just a few ideas of psycho-graphics, but I’m willing to bet that there are a lot of more complex and less tangible similarities.
And besides - I’d rather lose with a cohesive team than win with a divided one. Even if I know the division is nobody’s fault!

With Compatibility, The Skilled And Strategic Players Will Stop Getting Stuck In Elo Hell

With the current randomness of matchmaking based solely on rank, terrible players often win because their team carries them, and talented players can lose just because the team didn’t operate in unison. Because of this, the talented and untalented players end up with the same net result, leading to them being matched together again. It's like some interminable purgatory.

Put players in an environment where they can thrive. Then if they still lose, they’re clearly picking the wrong champions, making strategic mistakes, not playing with skill, or their computer is a toaster with a dial­up internet connection.

Until we get our compatibility survey, if you're looking to build your own highly-compatible team and get out of the random matchmaking, Gamer Launch offers some smooth options for team management. To create a team, just make a Gamer Launch account, then visit the site creation link. You can send messages, schedule your team's play, and recruit for your team.

If you want to set up both teams for a scrim, or a scrimmage game with pickup players found through Gamer Launch, visit the Gamer Launch community portal.

Riot Games Should Know That Happier Players Spend More Money

If players aren’t worn out from fighting, or stuck at a lower skill level than they deserve, do you know what happens? They keep playing! Not only does teamwork (and effective team matching) help people spend more time on the game, it also means they'll stick with the game for a long time.

And what do players do when they’re always on League of Legends? They spend money, that’s what they do. They buy skins, they buy champions, they buy icons and wards, and all sorts of junk.

Give players a teamwork compatibility survey, and they will give you their money.

Riot plox. 

Guild Guide: Nailing down what you need for guild officers Fri, 24 Jul 2015 09:49:44 -0400 Eliot Lefebvre

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If there is one thing I want to accomplish with these columns, if nothing else, it's taking apart the idea that officers are the power core of any player grouping. Because having a group full of leaders with no one who's willing to follow is a very real and very damaging possibility. Guilds should not be running on the same basic principle as medieval feudal kingdoms, and officers should not be appointed based on who's been around the longest and who you like the most.

Properly appointing officers - and recognizing, as an officer or a member, what the "right" number of officers might be - is a huge part of responsible leadership. It's also something that gets overlooked frequently in favor of making people officers as a reward for long service or giving more privilege to officers. It results in guilds that are either top-heavy, filled with officers who can't be official, or both.

So let's open up the discussion, here. How many officers do you need in a group, how do you make sure your officers can do their job, and how do you organize everything fairly?

Why did we appoint a master of robots?

A numbers game

If your guild is more than 10% officers, I would start to worry. More than 20% is almost certainly excessive if you're not doing a very specific themed guild, probably in a roleplaying setting in your MMO of choice. 40% and up means that the whole thing needs some serious structural changes.

At 10%, every officer is responsible for nine other people within the group. Obviously, in most MMOs and other settings, it doesn't precisely break down like that; most officers will have specific duties to attend to that affect everyone in the group. But it means that in terms of overall workload, each officer should be shouldering about that much responsibility, providing about that much functionality to the group as a whole.

Smaller guilds and groups are where this problem becomes particularly obvious - a group of 10 people needs one officer to manage guild-ish things, and much smaller than that you probably have an informal gathering with no need of a direct leader. In bigger groups, you need a bit more guidance, but not a whole lot more, more to coordinate specific tasks while spot-checking with other officers.

Far too many organizations I've seen view this sort of thing as a hierarchy, but the point of having officers isn't to make one player the Uncontested Leader while everyone else is a loyal minion. The point is making sure that everyone's coordinated and having fun, and an officer's first job is basically to help make sure that players group together, work smoothly, and know what they're doing. Officers should not be everywhere in an ornate power structure. The point is when the person who formed the group is leading people and is being asked to do more than can be done alone, there are people to offer assistance.

Do you trust these people as authorities?

Power to the people

Games can vary wildly in terms of what powers an officer can have and what privileges you can or can't be extended. In some MMOs, guilds have a huge number of things to do that can only be done by guilds, leading officers to have access to an array of powers that others might not have. Meanwhile, games like League of Legends leave player groupings mostly in the hands of the players themselves, with little in the way of official power to even be had.

Officers have more powers than other users, usually, which is a siren song for certain player types. But if the focus is on all of the cool things officers can do, something has gone wrong with the structure of the group as a whole.

Power, in this case, is something given out less as a gesture of trust and more as a gesture of needing certain abilities to do your job effectively. If you're in charge of overseeing supplies and crafting for the entire group, you are completely out of luck in the event that you don't have access to the guild bank or the like, and you need to be able to withdraw and use from it freely.

If other players can't do that, a reason needs to be established, and it needs to be clear - in both word and deed - that the reasoning is less "we don't trust you non-officers" and more "we have someone coordinating long-term crafting and don't want her to log in and find that all of the metal was removed to craft Level Stupid swords."

I'm not saying that trust isn't a component, just that it shouldn't feel like the main component. Officers should have the power they need to do their jobs. If you're running a League of Legends group and your goal is to have teams capable of playing at a high level, officers need the power to kick people out of the group if they're not performing up to snuff. At the same time, it should be made to feel less like a special benefit that only the officers get and more like a tool to be used when in extreme situations.

And now we know exactly who the boss is.

When hierarchy matters

Officers should not be in an elaborate hierarchy, no. But there does need to be some level of hierarchy simply so that people answer to one another. If you have three officers in World of Warcraft working on raid coordination, you need someone to coordinate the coordinators, so people aren't split up uncomfortably and working at cross purposes.

The point here is, again, that your officers should not be paying tribute at the feet of the High King, whose sword makes worlds burn. (Unless you are running some very specific and frankly disturbing roleplaying thing, in which case, you know, you do you.) You're trying to accomplish something with limited time and resources, and the easiest way to do that is making sure that all of the officers are talking to the same people and making decisions on the same grounds. The only "authority" someone has here is the ability to say "yeah, Simon already scheduled something to run then, we should reschedule." A heavy truncheon of authority it is not.

That's not to say you won't run into clashes between the officers. Sometimes two people don't work well together, which is where a hierarchy becomes far more important. If you have two excellent raid officers who really don't like one another, hierarchy helps immensely here - you have someone central to converse with, and the individual parties can keep their interaction to a minimum. There's no need for outright competition between them, no jockeying for position, just both submitting to someone who's making decisions based upon neutrality.

Officers lead a guild, but they don't lead it in the sense of pointing in a direction and expecting everyone to follow gamely along afterward. The point is that members and officers alike work to find a direction, and the officer corps helps shape and encourage that direction as best can be done. Gentle guidance rather than leading from the bully pulpit, in other words.

It's a big and complex topic, which means there's no way to cover all of it in a single piece. But it's something to think about whether you're organizing a group or just a member of one. Does your group have officers who help guide, or does it have people who lead and expect you to follow? Because only one of those is going to work well in the long run.

A Closer Look into The Legend of Zelda: Tri Force Heroes Fri, 26 Jun 2015 19:53:05 -0400 Courtney Gamache

During this year's E3 conference, Nintendo announced their new Legend of Zelda installment called Tri Force Heroes. This Nintendo 3DS exclusive game will feature a new multiplayer experience never before seen in a Zelda game.

How is this different from the Four Swords?

Well the Legend of Zelda: Four Swords game features a more competitive multiplayer experience, where the players compete against each other to have more rupees at the end of each level. Within this new game, Tri Force Heroes, you can play with up to three people and you all share the same health bar. The puzzles are seemingly also focused on this cooperative play, where you must work together to succeed. Being in full communication with each other will boost the user experience, while also keeping this hectic game under control.

New Features

A really cool feature about this new game involves costume outfits that you can dress Link with. A few examples include a the Kokiri Clothes, and a frilly Princess Zelda dress. There are a six in total, and each one has different attributes; the Kokiri Clothes give Link the ability to shoot up to three arrows at one time. Another feature is selecting items at the beginning of each stage. There are three possible items and the options will change depending on the stage. Some examples include in the Forest stage, and how there are three Bows available, whereas in the Volcano stage, there is a Gust Jar, Bow, and the Boomerang.

One of the new mechanics that is extremely useful with the 3D in this game is the Totem set-up that requires all three players to stack upon one another to reach an item or switch that is too high. The mechanic works very well with the 3D, so that players can see if the ledge needs an extra or all three participants, and also works with boss battles.

The game will support an online multiplayer abilities along with local. If you want to play the game and your friends aren't too into Zelda, there is single-player where the A.I Links turn into paper dolls to control.

When will the game be available?

Legend of Zelda: Tri Force Heroes will be available Fall of 2015. 

Did you miss Nintendo Treehouse Live at E3 2015 Day One? 

Below is the video broadcasting Legend of Zelda: Tri Force Heroes at E3.

E3 2015 Announces LEGO: Marvel's Avengers - Coming Winter 2015 Wed, 24 Jun 2015 20:40:32 -0400 Courtney Gamache

If you're familiarized with LEGO games, you might want to look foward to this new addition in the franchise, where our favorite super hero team is back again to kick some Chitauri around the city of LEGO New York.

Similar to LEGO: Marvel Super Heroes

You might be wondering what makes this game different from LEGO: Marvel Super Heroes. Well first thing to know is that this is the first LEGO game based on a super hero movie, and that this game includes real voice-tracks, taken from the original Avengers movie. It's comparibly very similar in the fact that there are over 150 characters upon the roster, which happens to not include the costume options. You'll have the ability to form a core team with the super heros of your choice.

There's no "I" in Team

One of the great features about LEGO: Marvel's Avengers is the emphasis on teamwork, and utilizing it within this new game. There will be combat combos between characters, while also adding multiple characteristics that pertain to the specific characters. An example would include the electric suit Black Widow possesses in the movie, Avengers: Age of Ultron, and also the firearms she uses in the original Avengers. Like with other LEGO games, this will offer local co-op where you can team up with a friend and perform said combos together.

It's a LEGO Game, Right?

As with most previous LEGO games, certain characters will have abilities in-game that are special to them. This was previously seen in LEGO: Harry Potter Years 1-4, LEGO: Harry Potter Years 5-7, LEGO: Lord of the Rings, and LEGO: The Hobbit. In LEGO: Lord of the Rings, Legolas had a special ability to shoot arrows into holds and swing upon them. This is also seen in LEGO: Marvel's Avengers, where Hawkeye can shoot arrows into holds for himself and his teammates to swing on. 

There will also be an open-world game option as previously seen in LEGO: Marvel Super Heros, where side missions are plenty and characters have stand-by animations. You'll be able to adventure through the streets of New York, aiding to wipe up the Chitauri scum.

Tell me the Consoles!

According to Brickipedia, that LEGO: Marvel's Avengers will be available for the: Xbox One, Xbox 360, PlayStation 4, PlayStation 3, Wii U, Nintendo 3DS, PC, and Steam. They really spoiled us with these options, giving everyone a fair shot at playing this game on the console of their choice.

Hurry and Take My LEGO Bits!

Although there is a long wait for this new Marvel LEGO addition, the most recent game, LEGO: Jurassic World, became available on Steam June 11th. The game covers Jurassic Park, Jurassic Park: The Lost World, Jurassic Park III, and Jurassic World. The characters span over all the movies, letting us re-live the iconic soundtrack, with voice-tracks taken from the movies. In the meantime you'll be able to find this game on your Xbox One, Xbox 360, PlayStation 4, PlayStation 3, PlayStation Vita, Wii U, Nintendo 3DS, PC, and of course Steam

Tips for Becoming a Better Teammate in Counter-Strike: Global Offensive Sun, 07 Dec 2014 16:48:04 -0500 billgarr

Since its launch in August of 2012, Counter-Strike: Global Offensive's popularity has been sky rocketing in the video game community. With more and more new players jumping into the game everyday CS: GO is on track to become one of the biggest eSports on the market and perhaps to rival other powerhouses such as Dota 2 and League of Legends.

As a seasoned veteran myself with over 1600 hours played and more than 550 competitive matchmaking wins, I'm often plagued with the problem of teammates lacking good teamwork skills. So I've decided I'd start writing articles to perhaps push players to reflect on their own teamplay skills and maybe help new players with the knowledge they need to become a more positive member of the squad.

Money Management

Today's article I'm going to be talking about good (and bad) money management. Proper money management in CS: GO is paramount to minimizing the amount of rounds that you have to eco (saving your money and hoping for the best with pistols). Once you've lost a round in CS: GO your team is put one step behind the other team in terms of economy and managing your money well as a team is a good way to take a step back up that ladder towards overcoming your opponents.


A lot of newer players don't see the effect being strapped for cash can have on a round. Just because you have money doesn't mean you have to spend it. If your team only has enough for say, light SMGs and no armor, you could end up severely outgunned against enemies that have AWPs, rifles, and full body/head armor. It's a bad investment for your team to spend when you don't have enough to compete against enemies that do. Rounds where your team is broke what you should do is buy only pistols, no body/head armor, and stick together as a team. That way you can save your money for the next round and possibly have a better shot at a win.

Little saves make a big difference

One of the biggest mistakes I see new as well as experienced players making is not understanding how big of a difference small gun/armor saves can make on a game. For example, the score is 4-4 and your teammates got wiped out trying to hold onto the bomb site. It's now a 5 versus 2 situation. You and your teammate have the choice to either try and risk it against opponents that have the upper-hand , or you can run, hide, and go for a save. Unless winning the round is detrimental to winning the game, your best option is going to be to try and live to fight another day. The thing a whole lot of players fail to consciously think of is the fact that if your team saves maybe 5 guns in a half, that's 5 guns you won't be needing to buy at a later round. Maybe down the road there will come a round where your team would have otherwise been broke and been forced on an eco round, but because you saved those 5 guns you will instead have money to buy gear and will not be needing to throw away the round.

When an eco round comes, don't be that guy

Anyone who has played a good amount of CS: GO knows exactly what I'm talking about. The guy that when the majority of the team is broke, goes ahead and says "F*** it!". He spends all his cash on the big guns that go PEW PEW so they can "360 n0 sc0p3 all teh newbz with cuz he is teh l33test pro on the team." Don't be that guy. When everyone is broke, be smart, cut your losses and save. If the rest of your team doesn't have gear, you spending your money will most likely be a total waste as your teammates might be no help. It might even possibly be hurting your team more later when they have to buy you a gun because you're too stupid and broke.

That about wraps it up for today's article. If you want any other tips or have any questions regarding CS: GO, be sure to leave a comment below! Or if you want to play, feel free to add me on steam @ "billgarr(play disc golf)".

Teamwork OP: Teamwork in Games Wed, 11 Sep 2013 21:00:10 -0400 The Myrrduck

A large part of video games is teamwork, and no game time places as much emphasis on this as Real-Time Strategy [RTS] games, and specifically Multiplayer Online Battle Arena [MOBA] games. Today, Riot decided to release a video showing their findings on teamwork and the eye-opening results they have. 

Anti-Toxic Magic

A term you're likely familiar with if you're played League of Legends is 'toxic'. Toxicicity generally comes about when someone begins to rage at their team, insulting and bashing teammates. This negative attitude is generally infectious. You'll notice how when one player behaves in a toxic way, other teammates often begin to do it back. Toxicity in a game is a great way to lose in a game. A majority of losing teams I've been on - from my high school tennis team to a lobby in Gears of War - have become losing teams due to a toxic player. This has only become more apparent to me as I've been playing LoL. I haven't run into many of these players, but when I do, I cringe and wish to quit the match immediately. 

It is painful to watch but easy to see how it happens. Someone gets killed a few times early on, or is playing a champ/role they don't feel comfortable in. Someone else calls them out on something, maybe says an insult or two, and then its all downhill from there. You can't fight the enemy team while infighting your own team. You're basically giving the other team the greatest advantage ever: you're divided so they can conquer. 

I have seen the reverse. I've seen someone begin a game badly and with team support and encouraging words, we have a solid comeback. This doesn't always mean we win, but losing by a small margin still feels a lot better than getting steamrolled while two guys argue. 

Time to Teamwork all over these guys

Teamwork Feels Good

Nothing feels quite as great as a well executed maneuver in a game. A personal example of mine comes from a game of Sins of the Solar Empire: Rebellion a friend and I were playing... I was leading the enemy into an asteroid field while my teammate got into position in the three surrounding planets with some of my extra forces. The moment the enemy pushed me and it seemed like he was going to win... boom! He had left his optimal escape range and my teammate came in for the kill. 

This exact thing can happen in any game. If you can find a rhythm with your team and work off of each other, then anything from a MMO raid to a simple Xbox Live shooter can become the canvas for your art. Your paint is, of course, the blood of your enemies.

In addition to what their findings were in the video, what have your experiences been with both positive teamwork and toxicity?