Sandpit, on 22 December 2013 - 12:02 PM, said:
A lot of it though, for pugs, is perception.
On Assault there's no way to be sure which of your teammates will hide and cap, who will hang back, what anyone else on your team is really planning. There aren't a lot of options - the threat of capping or being capped is constant. You're not on the same page.
On Conquest it's similar but a little more dynamic. Do you split up and cap or stick together and cap. Those are your two options but at least there's a little fluidity moving between them.
On skirmish though there's a sense of 'all in the same boat'. You know the general plan - kill all the other guys - but after 5 matches in skirmish the vulnerabilities of the typical 'we'll just blob and wander around' kicks you in the teeth. You need coordination, mobility, flexibility and mutual support. You see the value of scouting because you don't ignore mechs off alone and assume they're just trying to cap.
It's the loss of the 'cheap trick' to save you too. You'll win or lose based on how well you deploy, how well you handle the battle, how well your team keeps each other alive. The more someone plays Skirmish the clearer and clearer this gets. For a pug it's surprisingly close to playing 12mans, just without having to pop on TS or get everyone together or wait for someone to have a smoke or put their kids to bed or make a pit stop or get their baked potatos out of the oven or take out the trash or.... well, you get the idea.
Common comms are horrible. No accountability and it drags out the worst in people. Most of us don't want it. That doesn't mean we don't enjoy teamwork and coordination. Skirmish rewards that in spades, promotes and supports it.
That's the main reason. Try to coordinate a pincer movement with pugs on Assault. Never happen - if you're behind the enemy you go cap and get some to rush back to base. If you're in a light there's a sense that you're most useful capping or counter-capping. Lights and mediums come into their own when they have no choice but to find and fill a niche for their team. Flanking, harassing and wolfpacking for loners being the best of this.
Drop Skirmish exclusively for 20 matches while pugging, then do the same for assault/conquest and tell me if you don't seen and feel the difference. I expect attack/defense will be similar - very much looking forward to it. Capping though.... capping was a crutch for bads and an excuse to troll both your team and the other. Pug skirmish and play like you are in 12mans without comms. You'll get what I mean. The vibe will be familiar and if you enjoy that it's pretty awesome.