Nauht, on 08 August 2014 - 04:34 PM, said:
Unless you stop firing altogether when you see someone shooting an enemy. Which I highly doubt.
It works both ways.
Support build get less kills than heavy direct-fire builds because by their nature, they're not there to cause a lot of damage as quickly. LRMs may do a lot of damage, but they won't get you nearly as many kills as an AC20 to the CT. And you actually support my point, that people have their kills "stolen" all the time. Its hard to call it "stealing" when every mode is Team Deathmatch, but when a challenge like this crops up, I don't know what else to call it. To get credit for a kill, you just need the right shot at the right moment, and I've seen times that the player who gets the kill shoots a critically wounded enemy just once, when somebody else did all the work. The smart thing to do would be to let other players do most of the damage, while they receive most of the damage, and walking in with an Assault mech to mop things up, and let teamwork be damned.
Total victories is a team matter. Kill assists are a team matter. Getting the credit for killing an enemy, not so much. If the criteria was more expansive, I wouldn't be pointing this out, but you don't even need to be playing the game, just reading the thread, to know how much the "kill" aspect is changing the weekend's metagame.
Edit: I should add that whenever a first-person shooter incentivises individual kills over team victory, some players will invariably lean towards individual kills, which hurts teamwork. Do you rememer to the time back before first-person shooters tracked your stats long term? I don't recall anybody hiding in a corner to protect their precious Kill/Death ratio back then. How about a more recent one, one we all will probably recognize, Call of Duty and its introduction of the "killstreak rewards". You go on a killing spree, and you get an in-match reward. Sounds nice, but the fact that the game has a very low health threshold means that the best way to accomplish this is to sit and hide in a corner. Oh, and games track how many of those you get too. Since Mechwarrior Online doesn't have respawns, it makes a lick of sense to have a suicidal build, where you go in guns blazing, hoping to take one or two people with you, die in the first three minutes, and then leave to join another match with a similarly suicidal build. Lets not forget that this challenge means that Assault and Conquest will be even less about the objectives and more about the kills than usual for this weekend.
If the challenge was "Survive 20 Matches", how many matches do you think would run significantly longer than usual? How many do you think would run the entire length? Because that is what would happen. When a challenge like this crops up, favouring individual goals over team goals, the team suffers for the individual. Somebody earlier in this thread already admitted that they've been focusing more on getting assists than they should just to get one of the achievements that was added to this game.
Edited by MarsAtlas, 09 August 2014 - 06:01 AM.