Jherek C, on 26 May 2014 - 01:42 AM, said:
There are some quite easy rules of thumb in Conquest:
- don't hunt for kills
If you disabled a mech for instance, let the stumb zombie wander, it doesn't matter. Go back into cover and look for the next target
- stay alife
You don't have to kill anyone.
- use the terrain for cover
Don't get yourself crippled up or destroyed because you hunted that one heavy that was such a easy kill while his buddies peel off your armor.
LIGHTS CAP, HEAVIES KEEP THE ENEMY BUSY WHILE STAYING ALIFE
It is as easy as this.
And there are some severe flaws in Conquest (and in general with MWo role warfare)
We all know were everything is and we all know the likely location of enemy mechs because the maps are painfully predictable.
This leads to predictable deployments and ease of engagment of the enemy.
The tired old front loaded damage meta has encourage mech balling and clumping up to maximize fire power and to all hill hump for cover as a finely honed machine of giant robotic hiding-ness...
This had lead to artillery spam to handle clumping and hill humping (but has really not done much to stop all the highly skilled ducking for cover occurring.
Add to this the highly predictable nature of a typical pug match the tiny (itty bitty in some cases ) maps that allow a 51kph atlas plenty of time to respond to a light capping a resource node from anywhere on the map before the very slowly shrinking capture bar has even shifted by 50%. so why bother.The time spent watching a slowly shrinking capture bar creep down to 0 then very slowly creeping back up to 100% would be better spent just fighting the enemy.Leaving your team short handed while you wait to get run off by an Assault mech that just jogged accross the entire map is a waste.
The entire game mode doesn't lend it's self to tiny maps,predictable travel lanes and known objective locations.There is no role needed other than crunch forward shooting ACs and PPCs.
You don't need to scout for resource nodes we all know where they spawn.
You don't need recon to locate the enemy they will be moving in the same pattern to the same spot they always do because the maps are painfully predictable.
Fast attack and flanking is out of the question because fast flanking mechs (mediums) are easily destroyed by FLD alpha spamming (the meta) and the maps are frequently so tiny the flanking attempt is compromised by easily redeployed heavy/assault assets that fire 30-40 point FLD alphas (perfect for killing mediums)
So roles available are ineffective time wasting light skirmisher trying to cap or engine of destruction meta humping mech that can respond to nearly any threat on the entire map before it becomes a real threat (unless the map is alpine or tormalaine)