First, some background – I don’t use VOIP, nor do I ever group up with anyone; my lot in life is to be the singleton filling your premade or another pawn in the PUG roster. I’ve had over 4100 matches, about 1350 in lights, about 750 in mediums, about 1300 in heavies and about 700 in assaults. Up unti recently I’ve began to see an improvement in my KDR to 1.40 and my earnings. (In a few mechs I am at the 3 KDR level – ill explain below). My test has been concerned with determining if playing for yourself (i.e. being selfish) or playing for the team earns more C-bills and experience.
Playing Selfish:
In playing selfish I would follow a simple rule do what you can to get as many kills and hits for yourself as you can and getting hit as little as possible. Usually that consisted of:
- holding back from the initial battles, waiting for enemy armor to get stripped and occasionally taking distance pot-shots (if it wouldn’t reveal my position).
- Letting my team-mates get butchered, weakening the enemy so that my shots would not have as much armor to go through.
- Abandoning allies when the odds turned to preserve myself and therefore my duration in the fight
- Ignoring capping or other non-battle game conditions (even if it means a loss).
- Equip a mech for as much pin-point damage as possible.
- Only providing intel to serve my interests, even providing misinformation if it served my purpose.
In playing friendly I would follow the rules of altruism, helping my team and allies whenever necessary. This usually consisted of:
- Going for objectives in non-skirmish games where needed.
- Equipping team-helping modules and consumables like UAV, artillery strike etc.
- Equipping team-helping equipment like BAP, ECM, AMS, NARC and TAG, using those wherever possible
- Providing accurate intel and numbers to the team in chat
- Sticking with the team and providing support during retreats and back filling allied mech vulnerabilities (I.e. protecting assaults from light-swarms)
- Going to help isolated or outnumbered team-mates.
- Use mechs that are equipped help support other team-mates.
Typical self-interest mechs would be like these:
Muromets-B 3 AC10, 2 SML
Jenner JR7F – 6ML
Shadowhawk SHD-2hp 1 AC20, 1 ERLL
Typical group friendly mechs would be:
Battlemaster BLR-1s 2-LRM 20, 3ML, TAG, BAP, AUAV
Jenner JRS-D(s) NARC, 4ML, AMS, AUAV,
Kintaro KTO-18 5 SSRM2, 2ML, BAP, UAV,
What Did I find out? For 120 games played, following this method, I found that for group friendly play style, my earnings were typically much lower (50 K average difference), my costs in group friendly games were typically higher (consumables) and my win loss ratio was much worse -- .096 (friendly) vs. 1.26 (selfish). Of course, my KDR was much higher playing selfish, averaging 1.0 (friendly) vs 2.54(selfish). In many instances, I would come out with more cbills and exp on a selfish play style loss than a group-friendly win.
Now, I must admit I enjoyed playing the friendly style more than the selfish style – but that’s just my personality but I can’t ignore that in a game with GXP, exp and C-bills are king, the rewards for being, well, a jerk, would be much greater than being a ‘stand-up’ guy. Usually, the rewards for TAGing, NARCing and UAVing were far less than the cost of using them or cost in weight and lost equipment slots and the rewards for completing non-combat mission objectives are non-existent.
So, is this an anomaly that I’ve encountered just in my play experience or is this really what is happening out there? Is the best way help your team to load as much pin-point damage on the CT of your enemy as possible ignoring everything else? If it is the current state of the game, is that really where we want it to be?