Imperfect information often turns Conquest games into coin tosses, especially for PUG matches. You need scouting info to deploy your forces strategically, especially on bigger maps... but players are not willing to wait for scouting info. They pick a cap point and head straight for it, without knowing where the opposition is going. And frankly scouting is often too slow anway - if you wait to scout first then you'll be too far behind to catch up.
I think slow cap speeds might exacerbate the problem, I'm not 100% decided on that issue. If you wait for scouting info, especially on Terra Therma, you can find yourself at an insurmountable disadvantage to a team which took the risky approach and just rushed 2 or 3 cap points. You know where their forces are now, but you cannot catch up to their cap advantage due to the size of the map. Similarly if you deploy a lance in one direction and then discover a larger enemy force, even a retreat puts you at a disadvantage 'cuz they can gather resources the whole time you're repositioning. There's a lot of luck involved.
Also on Terra Therma (see how many problems this map causes? lol) there are so many line-of-sight obstructions that scouts often cannot identify the enemy position until they're right around the corner.
On small maps, Conquest isn't really a game type. Forest colony, for example, is generally only won by capping when two deathballs collide and a pair of legged Assaults are all that survive
IMO cap speed should not scale with # of mechs capping. That change alone would put more emphasis on defending resource points.
Edited by Shlkt, 22 April 2014 - 07:52 AM.