Livewyr, on 10 October 2014 - 04:50 AM, said:
There is merit for, and against that.
For: With current map and mode mechanics.. the 12mech deathball is the most surefire way to succeed. (Even if it can be bland and repetitive.)
Against: Splitting up the team in the first place is a nudge in the direction of smaller engagements, actual skirmishes and such.
Six in one, half dozen in the other.... What we have now is forced vulnerability like the OP describes. Player takes a bad mech to teh fight, that's the player's problem. Game posts that player closest to the enemy in a group of other bads giving the enemy team an almost instant 4 kills and number superiority? That's the game's problem....