WarHippy, on 21 October 2014 - 01:30 PM, said:
Except if you take away from one group and give it to another group the group that was making decent rewards is no longer making decent rewards. So instead of all roles earning decent rewards they just switched them around. Not that I have had a chance to try this out, but ever since the introduction of 12v12 I have felt the rewards were too little, and with people complaining about lower rewards than before after this patch I'm not exactly thrilled.
I had a game against you last night Warhippy, you're the second forum goer I've ever seen in game.
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Generally I feel the rewards are off kilter and still give more incentive for getting the kill than for assists or attempting to aid allies. I had a match where I got the "Flanker" reward like 10 times, but when I actually stood my ground and defended a flank on my own so my team, all looking in the same direction and in a huddled mass, wouldn't be flanked and wiped out. Ultimately we won the game but I only walked away with 600xp and like 80,000 Cbills after doing around 500 damage. This felt extremely low to me for actually benefitting the team and attempting to do a hold out.
On the flip side, in a match where I obtained two solo kills (Centurion AH, and an Adder Prime) while the team lost, I obtained 1,400xp and 119,000 Cbills while only doing 350 damage and obtaining those kills. Both times I'd engaged using the Vulture A in it's stock variant so just those SRMs for the killing blows.
This to me showed great emphasis on still wanting to get the kill values far greater than team support or even encouraging varied combat styles or support roles rather than the current meta of 'Crush, Kill, and Destroy - as rapidly as possible'
Playing with a friend he had the same observations that doing the team play and attempting to hold a line yielded worse results overall than showboating or going for the shortest TTK (time to kill). I think this is counter to the intent, though the new scoring system does look like it could work, it just needs additional tuning with less emphasis still on getting the direct kill.
As for whether this is an improvement or not. I'm still greatly on the fence. I think with tuning this could be a great system but as of right now I'm not seeing the change in the intent to push people or reward different combat roles on the field. I think Skirmishers and Lights are still going to suffer as they are less likely to get the volume of damage or sustained combat that yields the best experience. This will drive users back to the best bang for their buck rewards of the Heavy/Assault mechs with high impact damage for the fastest TTK, much as we see now.