I think you missed my point -
I don't mind someone trying to hide on Skirmish. I have yet to see it work. Have seen it tried a few times. Wouldn't mind if someone did nor hold it against him. Certainly wouldn't tell him to go suicide. I would say that if he can he should try and steal a couple kills from crippled enemies. Otherwise go ahead and try to hide. I find the reasoning silly (KDR? Really? The time wasted isn't worth it IMO) but whatever.
Yes, capping is much easier. Here are my stats:
Assault 2,361 1,243 1,112 1.12 1,492,676 212,175,758
Conquest 1,563 880 683 1.29 1,155,518 159,926,898
Oh how they suffered the last 6 months - I tried to master Dragons, Locusts, Tbolts and Battlemasters. Still though, capping is a hell of a lot easier than winning a fight.
I used to play a lot of Conquest but the pay was just so feeble by comparison since the 'tweak' to reduce pay.
I'm surprised you had a 3-game streak like that but it happens in every game mode, just less in Skirmish in my experience. Significantly less. I've had 16 game losing streaks. Look at this tear-jerker -
SHADOW HAWK SHD-2D2 42 15 26 0.58 20 34 0.59 8,922 28,691 03:23:19
I just can't make a Shawk rock. By comparison -
HIGHLANDER HGN-733 209 126 83 1.52 241 119 2.03 74,591 146,259 18:22:15
That's not a poptart - that's the missile boat one. that's as an LRM boat or LLs+ACs+SRMs as an ambush predator with a standard engine.
Anyway.
I've got no issues with stats being public. I'd absolutely disagree about premades being more or less significant in Skirmish. A 4man of Spiders with cap accelerators running cap-wins on Assault are pretty significant. Dull, but significant.
I'll absolutely stand by everything I've said before though. Capping reduces tactics. It provides easy tricks for forcing the other team to specific locations. It dramatically limits tactical flexibility by the inclusion of magic squares. Skirmish is harder - much harder. Sure, you might just get lucky but if you want to win consistently you have to out-coordinate and out maneuver the enemy without any cheap tricks. Firing lines, flanking, backstabbing, mobility. No easy 'set up poptart here' locations. There's no telling where the battle will take place. you want to control the time and place of engagement you've got to work at it.
It certainly rewards coordination much better.
Skirmish is always the hard win. You get creamed, outmaneuvered, out-played you can't just run to cap. Your options are wide open, there isn't a 'do this or get capped' leash tied to everything.
If someone does manage to run and hide, so what? If the 1 in 100 times you spend a match looking for a powered down mech drives you crazy then play a mode where the 1 in 10 times you didn't camp your base got you capped out 3 minutes into the match without a kill or assist or more than 50 points of damage. Assault absolutely does leave you at the mercy of your team. In Skirmish you really can make the difference. That isn't everyones thing but pretending that capping is anything but a crutch is disingenuous. It's the magic box to provide the impatient a cheap trick, a shortcut, to influence the battlefield or win a match by standing still for 60 seconds - or lose it because someone else did the same. Skirmish takes that out. If that's more risk than some people enjoy, well, Assault and Conquest are still there.
Edited by MischiefSC, 26 December 2013 - 08:21 PM.