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Are "competitive Players" The Catalyst Of Some Balance Issues?


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#521 Vincent Quatermain

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Posted 26 July 2013 - 10:37 AM

View Postlartfor, on 26 July 2013 - 10:09 AM, said:

Anyone else want to take this one? I'm getting a bit sick of explaining why this opinion is simply incorrect.


You keep having to "explain" it because you're wrong. Numbers have some properties which you may be unfamiliar with:

4x > 3x > 2x > 1x

Therefore, taking several of something is better than taking one of something.

Also:

IF X=1.1, THEN 4x = 4.4
OTOH
IF X=1.0, THEN 4x = 4.0

And 4.4 > 4.0

Thus, if something is better individually, boating it will be even better -- and boating a superior weapon will be better than boating an inferior weapon system.

Thus ends your math lesson.

#522 Tetatae Squawkins

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Posted 26 July 2013 - 10:42 AM

Sync dropping happens so rarely that I don't see it as a huge problem. And in some ways it's a symptom of low player numbers that it is even reliably possible.


For larger units. Many sync drops are unintentional when you have several 4 mans playing at once.

Edited by crabcakes66, 26 July 2013 - 10:44 AM.


#523 3rdworld

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Posted 26 July 2013 - 10:45 AM

View PostRiptor, on 26 July 2013 - 10:10 AM, said:



And still the 8 man que is as barren as the tourmaline desert. Kinda weird isnt it? You would think comp teams would actually use the 8 man que to fight other comp teams.. yet here they are spending more time PuG stomping.

You can sugarcoat it asmuch as you want. But if calling yourselfe "competitive" without any actuall competition besides a certain circle of other teams... sure no problem.

Also these privatly held tournaments? Dont really tell that much.. so what, youre the best team out of a circle of chosen teams that knew about that tournament and or where even allowed to take part? Good for you. Im talking official tournaments here where actuall MC prizes ar at stake.

Once more i will refer to the LoL competitive crowd to show what real competitive players look like. Do they play random games? Sure they do, but they actually spend asmuch time training against other comp teams then they do games for fun.

In MWO? Forget about the 8 man que... no one uses that and the few that use it allways have to play against the same team till kingdom come because its the only team that showed up for 8 mans beside your own group.

So my point stands: IF there are so many competitive players... why are is the 8 man que such a snooze fest and why is sinc dropping so common?

Oh and sinc dropping is not common? IT sure as hell is more common then actually meeting 3 different teams in 10 8-man drops


okay sure, people that want gold stars for winning a pug tournament may be sync dropping. I have no idea. I never saw one. But I will give you the benefit of the doubt. But, no one here is talking about official tournaments. They are glorified pug stomps and you are surprised that people who want to win may be syncing? They have nothing to due with what team is the best.

BTW, when did you drop in 8s last? Cause we never have any issues finding opponents.

You are a complete fool if you think comp teams don't play other comp teams for practice. I mean you are so off base on all of your comments the only thing that I need to tell you:

You have no clue what you are talking about. Please, just go away.

Edited by 3rdworld, 26 July 2013 - 10:46 AM.


#524 DaZur

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Posted 26 July 2013 - 10:48 AM

Interesting responses thus far... I'n fact, I believe all of your participation in this discussion has actually proven some of my theory, in that for a large segment of our playerbase, the "competitive" player and the "casual" player are not necessarily playing the same game which is demonstrated by their impression of how "broke" the balance is and how adversely it affects game-play overall as well as the reality of what "viable balance" will / would fix.

Let me re-phrase my premise:

Do the qualifiers that are necessary to maintain parity in a high-level competitive environment mirror the needs for the casual players enviroment?

In my mind "no"... And here's why:

1.) Weapons / damage "globally" must be averaged (Not necessarily balanced). Failure to be as such leads to the present meta where specific mechs, specific configurations and tactic prevalence manifest as imbalanced game mechanics. A competitive player and their overarching desire to be as competitive as possible will forgo variety and conical configurations in favor if the apex mechs and weapon configurations. Failing to do so is viewed as not playing to win.

2.) Relative player commitment. Clearly we all approach MW:O with a wide varying level of intent. one common thread is that we all want to win, however That's kinda where the similarities end... A competitive player assumes anyone not running the de facto optimum builds are not vested nor prepared to "play-to-win" and as such are a burden to any team vested in winning or lack the savvy to know the difference.

3.) That even upon reaching the nirvana of relative perfect balance, the competitive player will still leverage for the the optimum mechs and builds because failing to do so is contrary to their core desire to be competitive. Ultimately the very premise that the present meta would be mitigated by balance changes fails... The competitive player will still gravitate to the apex mechs and the apex weapons even upon reaching perceived balance (It's demanded)... The only difference would be the chasm between what is considered OP and what is considered acceptable would more difficult to differentiate to the casual player.

Interestingly enough...

Even upon achieving acceptable balance, competitive play will, by design, still center around a particular sub-set of mechs and weapons that afford the highest battle-value. The selection of both mechs and weapons may widen... but the present meta the competitive player says is boring and uninspired will not change drastically. The very nature of high-level competitive play demands that it can't...

Casual players, i.e. those who will not concede their desire to run conical Frankenmechs, fun mechs or continue to utilize weapons that do not or cannot be averaged into the "acceptable for use" category as defined by the competitive players, automatically and by default castes them as second-class players... It's been stated as such 100 time in this thread... "A Player not running the the best possible mech/configuration is not playing to win".

These players that are not "playing to win" are not taken seriously by the competitive player, are dismissed as failing to be vested in the game, fail at the necessary mechanics to understand what is necessary to be competitive and by default are deemed to be a burden on team play and the evolution of MW:O...

Edited by DaZur, 26 July 2013 - 10:52 AM.


#525 xDeityx

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Posted 26 July 2013 - 10:55 AM

View Postlartfor, on 26 July 2013 - 10:09 AM, said:


/facepalm

Anyone else want to take this one? I'm getting a bit sick of explaining why this opinion is simply incorrect.


Wow, what a douchey tone.

Anyway...people who hold your incorrect opinion have no idea what opportunity cost is and are just too obsessed with the high alpha pinpoint convergence boogeyman.

PPCs are overpowered because of their stats. You get too much effectiveness for not enough cost. This holds true for a single PPC and is simply amplified by stacking them.

#526 Apoc1138

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Posted 26 July 2013 - 11:04 AM

View PostRoland, on 24 July 2013 - 11:44 AM, said:

Whoa there, chiefy... maybe you didn't see where he pointed out that he has unlocked Master on atlas, and is thus as good as you can get in that chassis.


what? unlocking master on a chassis means that you are the best a player can be on the chassis?

No, it just means you've lost a helluva lot of matches in that chassis to get enough XP to grind it up.
I suck in light mechs but I've still mastered the spider, it just took me 5 times longer than it did in any medium or higher

#527 Jestun

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Posted 26 July 2013 - 11:11 AM

View PostApoc1138, on 26 July 2013 - 11:04 AM, said:


what? unlocking master on a chassis means that you are the best a player can be on the chassis?

No, it just means you've lost a helluva lot of matches in that chassis to get enough XP to grind it up.
I suck in light mechs but I've still mastered the spider, it just took me 5 times longer than it did in any medium or higher


That was sarcasm, because the guy in the linked thread made that claim.

;)

#528 Vincent Quatermain

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Posted 26 July 2013 - 11:56 AM

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

1.) Weapons / damage "globally" must be averaged (Not necessarily balanced). Failure to be as such leads to the present meta where specific mechs, specific configurations and tactic prevalence manifest as imbalanced game mechanics. A competitive player and their overarching desire to be as competitive as possible will forgo variety and conical configurations in favor if the apex mechs and weapon configurations. Failing to do so is viewed as not playing to win.


This is true, but the apex could be considerably larger than it is at present. There will always be bad builds, and probably even bad mech variants, but as it stands right now, about 80% of the variants in MWO are bad. Even many of the viable variants are only useful for one or two very specific builds. Lack of variety is the problem.

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

2.) Relative player commitment. Clearly we all approach MW:O with a wide varying level of intent. one common thread is that we all want to win, however That's kinda where the similarities end... A competitive player assumes anyone not running the de facto optimum builds are not vested nor prepared to "play-to-win" and as such are a burden to any team vested in winning or lack the savvy to know the difference.


A competitive player assumes this because that is reality. Sometimes people don't like reality. Reality doesn't care that you don't like it.

That's not to say there aren't plenty of times when I just want to run around in a big, stompy robot. That's what 4P and solo matches are for. And yes, the meta is "better" in that situation, but only because the players either don't understand the meta or are, like me, temporarily ignoring it.

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

3.) That even upon reaching the nirvana of relative perfect balance, the competitive player will still leverage for the the optimum mechs and builds because failing to do so is contrary to their core desire to be competitive. Ultimately the very premise that the present meta would be mitigated by balance changes fails...


Bzzt. Wrong. As long as the various weapons have trade-offs (i.e. some good in close, some good at distance, some good at shaving armor, some good at penetrating to internals, etc.) then the balance will be perfectly "imbalanced." Your build should determine your tactics. Right now, there is only one good tactic (sniping), so thus there is only one good type of build.

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

Even upon achieving acceptable balance, competitive play will, by design, still center around a particular sub-set of mechs and weapons that afford the highest battle-value. The selection of both mechs and weapons may widen...


Yes, which is the whole point! More options that actually work, means more options for everyone. Why is this bad?

Increasing the number of good builds does not prevent people from running bad builds and having fun doing it. Plenty of people have fun running bad builds in MWO. That's most of the game right now. I do it too. I run an Ilya with 2 LBX and 2 LL from time-to-time in 4P. I would never bring that thing into an 8P match. But it's fun to drive. Whee!

Making the competitive game better does not reduce the ability of players to goof around in sub-optimal builds in the slightest. That part of the game is completely unaffected. However, the competitive players are the ones who are going to stay for the long term and keep pouring money into the game.

It is in PGI's best interest to balance for high-Elo players. Low-Elo players have useful input, especially when it comes to UI issues and training grounds and tutorials. For those aspects of the game, I would focus on low-Elo players. But for play balance, it's high-Elo advice or you're doing it wrong.

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

but the present meta the competitive player says is boring and uninspired will not change drastically. The very nature of high-level competitive play demands that it can't...


False. See the concept of trade-offs above. If brawling and skirmishing were better tactics, then yes, there would be apex builds for those roles. But those would be in addition to the apex builds for sniping. The meta would no longer be stale, and again, casual players are totally unaffected by this. If anything, casual players will be better off, since when low-Elo players copy those apex builds they will no longer decisively crush people in their Elo tier.

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

These players that are not "playing to win" are not taken seriously by the competitive player, are dismissed as failing to be vested in the game, fail at the necessary mechanics to understand what is necessary to be competitive and by default are deemed to be a burden on team play and the evolution of MW:O...


False, my unit is full of people who will never even want to be competitive players. That is totally fine. But even those people get cranky when obviously cheesy builds flood the low-Elo bracket. Some cheese builds were easy to counter. For example:

The AC40 Jager was not a problem. That mech was either horrifically slow or had XL engine. Either way, you focus a side torso. If they have XL, they die. If they don't they still lose half their weapons! It was very easy to tell every newer player in a drop to just shoot the side torso whenever you see a BoomJager.

Other cheese builds, OTOH, like the Quad PPC Stalker or the Sniperlander just didn't have a good counter. The only good advice was "If you can't beat 'em, join 'em."

Lack of trade-offs is the problem. Every gimmick build should be specialized enough that there is an effective counter to that build. In MWO, this is not the case. Some gimmick builds have no real drawback, and that problem is fundamentally due to certain weapons being too powerful relative to the cost of equipping them (PPCs primarily), and other weapons being too weak (most other energy weapons, the AC10, SRMs).

#529 tenderloving

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Posted 26 July 2013 - 12:09 PM

View PostDaZur, on 26 July 2013 - 10:48 AM, said:

Interesting responses thus far... I'n fact, I believe all of your participation in this discussion has actually proven some of my theory, in that for a large segment of our playerbase, the "competitive" player and the "casual" player are not necessarily playing the same game which is demonstrated by their impression of how "broke" the balance is and how adversely it affects game-play overall as well as the reality of what "viable balance" will / would fix.

Let me re-phrase my premise:

Do the qualifiers that are necessary to maintain parity in a high-level competitive environment mirror the needs for the casual players enviroment?

In my mind "no"... And here's why:

1.) Weapons / damage "globally" must be averaged (Not necessarily balanced). Failure to be as such leads to the present meta where specific mechs, specific configurations and tactic prevalence manifest as imbalanced game mechanics. A competitive player and their overarching desire to be as competitive as possible will forgo variety and conical configurations in favor if the apex mechs and weapon configurations. Failing to do so is viewed as not playing to win.

Apex mechs and configurations will exist whether the players realize their presence or not. It's the devs job to make them numerous and varied. It is not the players' job to avoid taking them in the name of fun.

2.) Relative player commitment. Clearly we all approach MW:O with a wide varying level of intent. one common thread is that we all want to win, however That's kinda where the similarities end... A competitive player assumes anyone not running the de facto optimum builds are not vested nor prepared to "play-to-win" and as such are a burden to any team vested in winning or lack the savvy to know the difference.

This is the major failing of your premise. There is no relativity to balance. The intent of the player has no effect on the benefit received from a particular tactic/weapon/etc. Intent cannot and should not be taken into account when you are balancing a competitive game. The only intent is to win.

3.) That even upon reaching the nirvana of relative perfect balance, the competitive player will still leverage for the the optimum mechs and builds because failing to do so is contrary to their core desire to be competitive. Ultimately the very premise that the present meta would be mitigated by balance changes fails... The competitive player will still gravitate to the apex mechs and the apex weapons even upon reaching perceived balance (It's demanded)... The only difference would be the chasm between what is considered OP and what is considered acceptable would more difficult to differentiate to the casual player.


Interestingly enough...

Even upon achieving acceptable balance, competitive play will, by design, still center around a particular sub-set of mechs and weapons that afford the highest battle-value. The selection of both mechs and weapons may widen... but the present meta the competitive player says is boring and uninspired will not change drastically. The very nature of high-level competitive play demands that it can't...

This is easily falsified with a thought experiment: SRMS now do 10 damage per missile. What happens to the meta? Between that extreme and what we have now lies a system with multiple viable strategies, such that there is no one apex but a myriad of viable choices. Again, this is the dev's responsibility and not the players'.


Casual players, i.e. those who will not concede their desire to run conical Frankenmechs, fun mechs or continue to utilize weapons that do not or cannot be averaged into the "acceptable for use" category as defined by the competitive players, automatically and by default castes them as second-class players... It's been stated as such 100 time in this thread... "A Player not running the the best possible mech/configuration is not playing to win".

These players that are not "playing to win" are not taken seriously by the competitive player, are dismissed as failing to be vested in the game, fail at the necessary mechanics to understand what is necessary to be competitive and by default are deemed to be a burden on team play and the evolution of MW:O...

Casual players are only a burden when they insist that their subjective opinions should have equal bearing to the objective realities of balancing a competitive game with human players.


I have to ask: If you are truly casual and you don't care about winning, why does balance even matter to you? Why would it change things if the devs listened only to the top 3 players and made all decisions based on these players' opinions? Wouldn't you have fun either way?

If medium lasers did zero damage but looked and sounded awesome, would you still take them? 1 damage? 2 damage? Is there a tradeoff somewhere between effectiveness and "fun" ?

Edited by tenderloving, 26 July 2013 - 12:16 PM.


#530 DaZur

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Posted 26 July 2013 - 12:32 PM

View Posttenderloving, on 26 July 2013 - 12:09 PM, said:

I have to ask: If you are truly casual and you don't care about winning, why does balance even matter to you? Why would it change things if the devs listened only to the top 3 players and made all decisions based on these players' opinions? Wouldn't you have fun either way?

If medium lasers did zero damage but looked and sounded awesome, would you still take them? 1 damage? 2 damage? Is there a tradeoff somewhere between effectiveness and "fun" ?

Honestly... I raise these points because I have fear (real or perceived) that many of the forwarded balance propositions have potential to deviate the Mechwarrior IP too far left of the pillar tenants under the premise of making MW:O better. I cannot argue that they would make it a better competitive arena because clearly they would... but at what expense?

Oh, and your laser example is so silly I can't even answer it with a straight face. ;)

#531 GaussDragon

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Posted 26 July 2013 - 12:35 PM

View Posttenderloving, on 26 July 2013 - 12:09 PM, said:


I have to ask: If you are truly casual and you don't care about winning, why does balance even matter to you? Why would it change things if the devs listened only to the top 3 players and made all decisions based on these players' opinions? Wouldn't you have fun either way?

Is there a tradeoff somewhere between effectiveness and "fun" ?

Edited by GaussDragon, 26 July 2013 - 12:35 PM.


#532 DaZur

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Posted 26 July 2013 - 12:39 PM

View PostVincent Quatermain, on 26 July 2013 - 11:56 AM, said:


Thanks for the well thought out response...

Problem I see with the "balance fixes everything" is that for the competitive player, regardless of the breadth of mech and weapon selection... The end result is a natural gravitation to the pinnacle mechs and pinnacle weapons. End result is eventually regardless of the mech or the weapon, the meta converges upon the apex and the nothing in the stale meta changes. The problem is the end-game for a competitive player requires adherence to this maxim lest they not continue to be competitive.

#533 tenderloving

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Posted 26 July 2013 - 12:48 PM

View PostDaZur, on 26 July 2013 - 12:32 PM, said:

Honestly... I raise these points because I have fear (real or perceived) that many of the forwarded balance propositions have potential to deviate the Mechwarrior IP too far left of the pillar tenants under the premise of making MW:O better. I cannot argue that they would make it a better competitive arena because clearly they would... but at what expense?

Oh, and your laser example is so silly I can't even answer it with a straight face. ;)



Sadly the example is not that silly. We currently have people who claim the LBX10 is effective because they have fun with it. There were people touting the awesomeness of MGs when it took MINUTES of concentrated fire to drop enemy mechs. My example merely peeled back the absurdity behind this sentiment.

If you need your weapons to do damage in order to have fun, then maybe you aren't really that casual. Maybe you just want people that are better than you to be at fault in some way.

Edited by tenderloving, 26 July 2013 - 12:49 PM.


#534 Vincent Quatermain

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Posted 26 July 2013 - 12:49 PM

View PostDaZur, on 26 July 2013 - 12:39 PM, said:

Thanks for the well thought out response...

Problem I see with the "balance fixes everything" is that for the competitive player, regardless of the breadth of mech and weapon selection... The end result is a natural gravitation to the pinnacle mechs and pinnacle weapons. End result is eventually regardless of the mech or the weapon, the meta converges upon the apex and the nothing in the stale meta changes. The problem is the end-game for a competitive player requires adherence to this maxim lest they not continue to be competitive.


Right, which is why no one plays League of Legends or Starcraft anymore . . . those games are figured out and the pros have long ago gravitated to the handful of champions/units that are just better.

Oh wait, that's not what happened. Those games have trade-offs that players must carefully balance. In fact, in LoL, the balance is so full of trade-offs that pro players can occasionally subvert the meta and play an unexpected champion and win because people aren't used to fighting against that champion. (Note: they can do this against other pros, not just against casuals.)

So, in fact, you're worried about a problem that is completely avoidable and manifestly not what any competitive player in this game wants.

#535 tenderloving

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Posted 26 July 2013 - 12:52 PM

View PostDaZur, on 26 July 2013 - 12:39 PM, said:

[/size]
Thanks for the well thought out response...

Problem I see with the "balance fixes everything" is that for the competitive player, regardless of the breadth of mech and weapon selection... The end result is a natural gravitation to the pinnacle mechs and pinnacle weapons. End result is eventually regardless of the mech or the weapon, the meta converges upon the apex and the nothing in the stale meta changes. The problem is the end-game for a competitive player requires adherence to this maxim lest they not continue to be competitive.


Why are you clinging to the idea that there has to be an apex? A well-balanced game has multiple paths to victory.

#536 tenderloving

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Posted 26 July 2013 - 12:56 PM

View PostVincent Quatermain, on 26 July 2013 - 12:49 PM, said:

Right, which is why no one plays League of Legends or Starcraft anymore . . . those games are figured out and the pros have long ago gravitated to the handful of champions/units that are just better.

Oh wait, that's not what happened. Those games have trade-offs that players must carefully balance. In fact, in LoL, the balance is so full of trade-offs that pro players can occasionally subvert the meta and play an unexpected champion and win because people aren't used to fighting against that champion. (Note: they can do this against other pros, not just against casuals.)

So, in fact, you're worried about a problem that is completely avoidable and manifestly not what any competitive player in this game wants.


There actually are games that are considered "solved" (Connect Four, tic tac toe, checkers) in that players with perfect play can guarantee an outcome that is known to both parties. In Connect Four, the guy who goes first will always win if neither player makes a mistake. Tic tac toe is boring as **** because you can always force a draw.

In its current state, the mech and weapon choices for MWO are largely solved, meaning that all players know the solution to "winning" the part of the game involving weapon/mech selection. This is because there are two few viable options and several options that are blatantly superior. This effectively removes that part of the strategy from the game, and we might as well just be assigned the same mechs. Just like tic tac toe, the game is becoming boring, predictable, and stale.

Edited by tenderloving, 26 July 2013 - 12:58 PM.


#537 DaZur

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Posted 26 July 2013 - 12:56 PM

View Posttenderloving, on 26 July 2013 - 12:48 PM, said:

We currently have people who claim the LBX10 is effective because they have fun with it. There were people touting the awesomeness of MGs when it took MINUTES of concentrated fire to drop enemy mechs.

If you need your weapons to do damage in order to have fun, then maybe you aren't really that casual. Maybe you just want people that are better than you to be at fault in some way.

Understood, but try and look at it from a casual players perspective... Absolutely the LBX, MG and the Flamer are nigh useless if our overarching goal is the despatch your foe as quickly and efficiently as possible. That said, a casual player will run these weapons, get occasional kills and ultimately have fun while doing it...

It's the competitive players perception that we fail to understand how useless they are and what an act of frustration they are... The reality is we do know it but still do it because it's "fun".

#538 Joseph Mallan

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Posted 26 July 2013 - 12:58 PM

View Posttenderloving, on 26 July 2013 - 12:52 PM, said:


Why are you clinging to the idea that there has to be an apex? A well-balanced game has multiple paths to victory.

Why do so many players use Assaults? How do you make Lights more attractive?

#539 tenderloving

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Posted 26 July 2013 - 01:00 PM

View PostJoseph Mallan, on 26 July 2013 - 12:58 PM, said:

Why do so many players use Assaults? How do you make Lights more attractive?


Question 1. Because they are better.

Question 2. I drink a few beers and imagine they are my ex, who is an Assault..

#540 Joseph Mallan

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Posted 26 July 2013 - 01:02 PM

View PostDaZur, on 26 July 2013 - 12:56 PM, said:

Understood, but try and look at it from a casual players perspective... Absolutely the LBX, MG and the Flamer are nigh useless if our overarching goal is the despatch your foe as quickly and efficiently as possible. That said, a casual player will run these weapons, get occasional kills and ultimately have fun while doing it...

It's the competitive players perception that we fail to understand how useless they are and what an act of frustration they are... The reality is we do know it but still do it because it's "fun".

I don't see myself as a competitive player but I do understand that MGs Flamers and MWs LB-X are almost useless.

View Posttenderloving, on 26 July 2013 - 01:00 PM, said:


Question 1. Because they are better.

Question 2. I drink a few beers and imagine they are my ex, who is an Assault..

;) Second answer is the bomb!





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