I often play Trenchwar and often experience teamwork. It is unfortunate that on Enesce's server you found such fools, but I assure you, there are often better, more considerate players there, and it is a place I frequent. Teamwork, first of all requires cohesion, and thus, usually a leader. However, many players' egos prevent them from following a person, just as they may not be inclined to participate in group work.
The way I encourage teamwork and cohesion, as well as synchronization and deception, is by informing my team and giving orders they'd be willing to follow themselves undirected, but at the right time. I usually play as a forward/sharpshooter and generally concentrate on dissecting the enemy's organization and defense formations. I take out snipers, gunners, campers, sprayers. I'm also scout because I'm generally fastest runner. I say this so as to explain:
--How my TW games generally run--
^ in teamchat
[ an opening
+ medic center
- ledge
-Snipers often don't realize when the next sniper-viable forward position is available, they might need telling.
-It is often necessary to form teams of >2 players so as to provide both cover and spray intimidation, which increases exponentially with more players firing.
-Often, the enemy you are shooting at is too far to see. We sometimes provide cover by drawing enemy fire *over* the friendlies' heads, by being further back and spraying enemy location. The enemy comes to believe that this location is where our front lines are. Two players doing this makes them almost sure of this and allows the forwards to move in more effectively.
-There are often larger bunkers in TW that has a POI like a sniper tower or a medical center. These are generally on the center or at the 1/4 marks.
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]___________+______[
If it is well defended, in order to overtake it, a coordination has to occur in less time than it takes for the enemy to spawn+return to where they died:
Snipers need to consider :cover, take out enemy sniper, intimidate away potential enemy advance.
Offensive units need to consider : approximation, rush strategy, grenade placement, possible incoming enemies, covering friends, warning anyone behind him, when convenient or appropriate, if there are incoming enemies.
Often, an assassin needs to go around the back.
- there are many bunkers in TW:
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And they should be approached in generally the same way, especially considering that at highest point in jump arch, you are a sitting duck.
-I observe enemy spawn cycles and yell '^advance'. This is often after having cleared enough or all opposition as to allow an advancement that has a high success rate.
-Under suppression fire, an entrenched team will often have to act together, planned or not, in order to undertake volume of enemies.
Maybe you guys should play Trenchwar.