MischiefSC, on 29 December 2013 - 06:22 PM, said:
The strategy would be, for example, to keep and kill the enemy at range. The tactics would be poptarting, LRMs and the like. I get the difference, we're repeating the same points here.
True, and yes your repeating my point now. The thing is in the other game modes...there is more strategic options then just kill the enemy at range. I actually find that more boring, but to each his own.
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Anymore I pug almost exclusively but that's more time constraints. If you've got a few people in your friends list you can put a 12man together. Most of them will know a few others. It's fun for a lark now and again, it's not that hard. Unfortunately it's also not that rewarding IMO.
Noone likes to 12 man because they get smashed. Its not hard eh? Your a pro. Everyone just sync drops in skirmish instead, no matter how many players they have. I have mastered atlas and poptart cataphract, maybe you can invite me to a 12 man one day.
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Some people are. I've got almost 100k GXP and plenty of money - I still like to feel rewarded for my efforts, though what value people play on different rewards may vary.
Well I guess when i unlock everything GXp will matter less. I don't think they should give extra rewards for a loss. Or actuallyt he most rewards in a match for a loss. I don't think they should give any rewards for a loss stat, just for everything else, like dmg kills assists defends, caps, spot assists, etc anything they can fit in there. but nothing for a loss. Maybe that is why people dont' care if they win or not.
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My matches in Skirmish are rarely under 10 minutes. I like that though - that's what I want. It's what I play for. I remember vividly before Elo and the matchmaker running in a 4man with some really good people. We'd win 80 to 85% of matches, easily. Steamroll after steamroll, until we met a better premade. 16 out of 20 matches were a win. In the current stats system that would be a win rate over 5.0. It was not exciting or challenging, it did not make me better at the game, didn't help me improve. I want the longer, harder fought matches. I suspect my stats in Skirmish are just under 1.0, that means around a 40 to 45% win/loss rate and I love it. I don't mind losing in an 11/12 match at 12 minutes, I really enjoy it. I don't like winning 12/2 in 5 minutes. It took me 2 minutes to get the match and I play for 5? I'm only playing 50% of the time at that rate.
Well, not much has changed man. The reason why you have a higher win ratio in conquest and assault, and I'm assuming in practice mode as well, I mean skirmish. Is because you are a good player in a premade. Even one player can make all the difference sometimes in the other game modes. Which is not true in skirmish. Your more team dependent in skirmish, even though less coordination is required, and contrary to popular belief about the other game modes.
i still think you get more cbills by winning more matches, not by how long you drag a match out. Everything adds up in the end.
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It's not crazy, it's why I use the training wheels analogy. The presence of base caps are there to reduce the need for battlefield tactics. It reduces the viable locations for battles, it requires your tactics to be based around only 2 principles, two strategies: Go cap the other base or defend yours, generally a bit of a mix of the two. it allows you to easily predict the position and tactics of the other team, they are tied by the same limitations you are. It's why poptarts are an issue. I don't see poptarts dominating in Skirmish, or any other build for that matter. More mobility means more flexibility in engagement ranges. Because capping supercedes all other tactics it overshadows all other behavior in a match. In Skirmish you don't know, before it even starts, where everyone is going or which of 3 options you'll play (camp base/go to middle of map/circle left/right to cap). You need to coordinate with your team and set up a strategy and deploy the tactics to achieve it or you're likely to get rolled. Pincer, out-flank, ambush, fortify a position, hit and run, those aren't things you're doing while waiting for a cap. You've got to pull them off to win.
You use the same tactics in every match. Poparting is not an issue? You just said thats the main tactic you would use in your first statement of this post lol
I actually feel the opposite, I think you have to be more mobile in the other game modes, because standing still means you are going to be capped on. Camping in a big huddle in al ogn standoff waiting for the other enemy to make move is actually more boring to me then conquest. to each his own.
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There is a considerable difference and I do understand. If your personal strategy is to win by capping (every player has a strategy and tactics in addition to team strategy and team tactics) then your tactic is to circle left/right to stand in the square after both teams are engaged in the middle of the map. If your strategy is to win by fighting then your tactic might be to do the same but run away when/if any of the other team come back to base. Both of these tactics however, by dint of the nature of cap victories, are absurdly more effective than, say, flanking. You can't guarantee a victory if the other team doesn't respond to your attempts to draw them into a flanking ambush. You're not able to force the other team to respond to your maneuver. You've got to play it and sell it, winning on your skill and not the mechanics of a victory condition that can award you a win without ever seeing another player.
Strategies change with maps and team makeups. Sometimes they change by adapting during the match. Any move you make can force your opponents hand or they lose, like its chess, whether there are bases or not. You are really just knitpicking the ways you want to be able to win. Which is basically only one way. That is what is limiting people, not bases. That is what forces your hand, forces you to brawl, forces you to run an assault or heavy mech, and which is forcing PGI to use weight limits soon.
But I had an exciting match last night with a lance of mine. We had a 4 spider lance on our team that was going straight for their base. Turns out the other team capped our base way faster then they did! A shadowhawk buddy of mine rushed back to step on the base, right after airstriking them all, and stopped the timer just before they won! .lol.. and it wasn't no lights either...they ran through pass on crimson straights and their whole team hauled *** to our base. I followed eventually in my atlas to step on base and had a couple guys behind me. We brawled for about a min or two....and the spiders on our team finally outcapped them for the win. The enemy team literally had one second to go...it was so close you could barely see the blue bar anymore. It was very fun and gratifying. A single teamate was the reason we won that, because of his amazing defense. And the only cap win of the day, because it rarely works that easy. Definitely the most memorable match of the week.
NEXT!~ TRY AGAIN!
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Most people don't coordinate in Conquest or Assault, there's no need. They just have to go stand in the same position they always stand in on this map. The other team will go to their corresponding place. One of you will flank a little left or right and you'll advance, sniping. If one team or the other manages to get some lights around to cap you'll have to split your team or they will. Either team may or may not exploit that opportunity. That's it. That's every Assault match pretty much ever played.
And contrary to what you believe, there are many ways to go, there is no single entry point in any of these maps. NO bottlenecks at all, so I applaud PGI's map design. I mean even if that was true, it definitelyl should not be an "easy" win as you keep calling it then...lol
But In skirmish it doesn't matter, you can go camp in a single location and wait for the enemy team to make a move and then just hope to cricle around on them.
in the other game modes You actually have to divide your forces up more across the map. For example who cares about sending a lance to guard pass on crimson straits in skirmish. Its not like you have to worry about anyone rushing through there to cap win. Best strategy in skirmish is just keep everyone together. This is what usually happens, as you said in your first sentence, "a long range stand off" for a while, which is what I actually find more boring.
Or For example, everyone just camping on that middle mountain peak on Alpine peaks. Thats not a smart move in assault or conquest, because the enemy will cap around you while you sit there making marshmellows in the middle of the map too far to hit anyone.
Capping is boring to you I get it, to me skirmish is more boring, but don't try to say that game mode takes more planning or skills. This is not true, in fact its the opposite. The only thing that would make that true possibly, if its because it has more premades. But there is more strategy involved in the other game modes for obvious reasons, and even requires more tactics and skill at times, because there is more a chance you are going to be outnumbered and have to put those skills to the test. That is, if you are actually trying to win and not farm.
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In Skirmish you have no reason to expect the other team to do anything specific. You can try to play reactionary - see which way they go and try to set up an ambush, flank or the like. Watch for stragglers, poptarts and LRM boats that will likely get slowly left behind. You might take a pro-active approach and communicate a plan with your team (hey, how about Beta goes wide left and flank from C4 while we snipe at them from here. They'll be exposed to you. If they charge at you we'll advance down the D-line while you back up. If they charge at us you advance on the 4line. If they back up we both move in. Good?) or just keep flanking right because you're all pretty fast and eventually the other teams stragglers will get gobbled up by your blob. It could go anywhere, any way. As there is no clearly dominant tactic then what matters is how well you apply the tactics you choose. It allows for more variety and the tendency for matches to end up in 10/12 or 11/12 results means your performance is even more significant.
Eactly, there is nothing specific to do. I don't find that limiting, I find it less complicated and boring.
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At this point I feel like I've said my piece - repeatedly in fact. You like Assault? Awesome, knock yourself out. It's still there! Certainly less people there who dislike capping, they're in Skirmish.
The difference in complexity? Assault is 'Tell me which Terry Pratchett book you like best', Skirmish is 'tell me which book you like best'. The second gives a wider range of options. The inclusion of 'Terry Pratchett' does not add complexity, it removes it.
Skirmish is assault without the option to cap win.
You call it easy, I call it easy for me, harder for you. Stick to practice mode where the only thing that matters is your aim, not your brain.
Edited by RichAC, 30 December 2013 - 12:21 AM.