1sh0t, on 28 March 2013 - 04:57 PM, said:
I agree with the second part of your post, a big problem is the average skill level and lack of communication. Is this a new problem that the devs didn't foresee? Of course not, it's an obvious issue relevant to all f2p games. That's why we're arguing for a better mode for pugs.
Regarding the first part of your post, no, for the average pug player there isn't anything they could do different. Disengaging from battle is extremely difficult in this game. You want someone who's barely piloting their mech to turn around and slowly run back to their base while getting shot in the rear? That's a death sentence.
As I said in what you responded to, there are times you can't break away. As I also said it is very rare when no one on the team can break away. You know what works even better than having to break from combat? Intercepting people before they get to your base.
I AM the average PUG player. I do hop on with one or two friends from time to time, but I spend more time in a PUG than in a group. Do you know how often my team has to worry about someone capping? Maybe 1 in 7 games might be less often than that but I'm going to play it safe. That isn't win from a cap, that is the enemy hits our base.
In match VOIP would go a long way towards correcting these issues. A matchmaker that functioned would go a long way towards correcting these issue. As it is we have matches where 1 Assault and 3 heavies and 4 slow Mediums are thrown up against a more balanced team or maybe a very imbalance team with 6 Assault and 2 lights. We end up in matches where a team can easily outgun or outrun another team.
If this matchmaker sticks around as is and we implement TDM You really will see a move to Assaults. You still won't have communication for pulling off any combat maneuvers you might want in TDM. If people can't coordinate WHO is going to the base to clear out a capper, how are they ever going to coordinate a flanking maneuver? There are not. Instead people will pilot the heaviest mech they feel comfortable in, blob up since that is the main way to be safe, and turtle up so they are not the team getting strung out and killed one at a time.
Marj, on 28 March 2013 - 06:57 PM, said:
If you can't see the advantages of TDM over assault I'm probably not going to convince you. I hope the devs put a bit more thought into it though. Because as far as competitive play goes (NOT pugs), the current modes are awful.
So you are saying TDM would not be good for PUGs but others are saying it would be better for PUGs. Something isn't working here.
Thank you for at least listing things you believe would work better in TDM than they do in Assault or Conquest. I am going to have to consider them a bit but at least you could give me a reasonable description of tactics you believe work better in that mode than the current ones. You may be right about a couple there from first glance I'll need to think about it more though.
Seriously thank you I've been asking for that in multiple post and no one else has provided any.
Bluten, on 28 March 2013 - 11:25 PM, said:
Funny thing is that in the actual games, EVERYONE hates it when a game ends due to a cap rather than a wipe. Yet the poll reflects the opposite. I guess the players aren't voting, or the voters aren't playing.
When discussing things and making a point it is probably best to stay away form absolutes. For example, I know I at least don't hate the game ending to a cap. I realize that it is one of the objectives of the game and so it will happen. In fact it is the primary objective and you only win from killing all your foes because there is no one left to oppose you and the devs don't make you walk over there and stand there.