Wence the Wanderer, on 07 July 2017 - 06:57 PM, said:
That much I knew, I am compiling a list of arguments against voting for Skirmish.
So far the only reason I can see for the existence of that mode is the lower mental requirements to play well in, but wanted to hunt down the exact numbers to try and prove my point with.
Sadly I found it in the patch notes - but no numbers other than spreading the love to the whole team, and and 'increased rewards' was listed.
Going to have to wait till I can play so I can check the actual rewards (and then pray I can actually pull it off without getting TK'd again)
Honestly? Skirmish is voted on because "it's easy" or "brainless". People just "want to have big stompy robots fight" most times, and Skirmish provides that with spades. (No, I'm not saying Skirmish doesn't have it's own tactics and reason for being in the game, but man do I get tired of playing it over and over and over...) People play the game to fight, and skirmish provides that with spades.
But, there are plenty of reasons to vote other game modes, if for no other reason than "something different" and "a breath of fresh air". Variety is the spice of life after all, correct?
But, for each game mode:
- Conquest is a C-bill generator for the whole team. Even if you have a poor showing in the fight, everyone can still walk away with a reasonable bank roll. Encourages more team play and the whole team benefits as a whole. What I mean is, if a few players do very poorly (and in skirmish would get poor rewards), the team can help that single player out if they do well. (Kinda like letting the enemy kill you if you are the last mech on Skirmish, instead of "walking out of bounds" or "overheating" to death to "end the match sooner". Let the enemy team kill you, and do what damage you can. This provides both yourself and the enemy as much rewards as possible. This is a game, it is best to try and benefit all players in a match.)
- Assault has much the same as Conquest if the base is taken. However, it plays most like Skirmish, and as mentioned most people want "big stompy robots", not "run to the cap point". For maximum team rewards, kill all but a single player, and then let every ally onto the enemy base to cap it. This would provide the team as a whole the most rewards. If the surviving enemy is smart, they would run to your base, and get some added rewards for themselves for their cap attempt. A lot of people get angry when a base is capped and the match has barely begun. To be honest though, I can't blame them if the cap is too soon and no fighting has really happened yet... This is a game, and people should have fun. Save the capping till later or as a tactic to pull the enemy back to their base (unto which, I recommend you let your team know your intentions at that point, so they don't freak out thinking you are going for an early cap win..).
- Domination is great if you have a brawling build to be honest most times. Most maps the domination point leaves you close enough together that a brawl is easy enough to engage in, if you can approach well. This game mode also stuffs easily the "last light enemy mech running, hiding, and shutting down in a corner". They can go ahead and do so, but the match is still going to end in a more timely manner. Reward level, I'm not certain on about this one. (Not saying hiding and trying to ambush searching lone enemy mechs for easier kills is not a reasonable tactic, but some people will run facing a building, shut down, and then disconnect... Which is not fun to watch if it's on your team and he's the last one alive.)
- Escort... I'm sorry. This one plays out almost exactly like "Skirmish+". It's skirmish for the most part, with an extra target. However, that VIP Atlas is very good for damage farming. It can be an excellent way to farm higher damage scores... provided you don't forget the rest of the enemy team and die young by concentrating too much on the VIP...
- Incursion (Destroy the base, whatever it is called) I believe still needs some tweaking before I can say it's good. But it isn't bad either. However, currently, you are rewarded more if you treat it like skirmish... However, careful use of the tower abilities can greatly help the team win a skirmish like fight. Radar tower is invaluable to finding the main enemy team and counter move them. The Air Control if great if the enemy decides to just hole up inside their base. (ECM is only good if the enemy is pushing your base, and it's only of moderate use most times I find.) You can earn a little more C-bills for destroying turrets, other base "stuff" and picking up and delivering energy... If you can do that past the skirmish.
Sooo... there are reasons to vote for other game modes, depending upon the options. I've basically listed them as I felt from best to worst in rewards category (in my opinion). Skirmish is such a popular mode I didn't bother listing it. (And if someone tells you that "you get rewarded in Skirmish for the damage you take"... No. It's not true. I had someone try that line... Just look at your end of match score breakdown and you'll see what is giving you C-bills...)
As far as being TKed for capping a base... That is against the CoC and the ToS everyone agreed to in order to play the game. Report them for the TK and leave it at that. They also incur wait penalties (and a C-bill fine) for damage done to allies as well as if they kill a teammate. (Do not fear, small amounts of team damage does not create a penalty. But large amounts do...)
I'm going to presume you know how to report players? If not, please ASK HERE! It's important to know. (I'd cover it here, but this is already a long post...)