Jump to content

Possible Compromise On Rewards


22 replies to this topic

#21 Krivvan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,318 posts
  • LocationUSA/Canada

Posted 22 October 2014 - 10:57 PM

In a game with no respawns, most of the time just staying alive as long as possible (while continuing to contribute) is the main goal. Going in early to die as a "distraction" is far more often a mistake than something to be rewarded.

#22 ForceUser

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 894 posts

Posted 22 October 2014 - 11:18 PM

Remember that alarge part of the new rewards is protecting critically damaged mechs in various ways (saviour kills, protecting medium, etc.)

It's good to lead a push but you also have to switch out when you do get damaged (so not stupid pushes over open terrain like a scrub, stay near cover) or if you are fresh and your lance mates are damaged to switch out with them for juicy rewards.

Other things that are rewarded now is to focus and kill and enemy. if you spot a lone medium or heavy trying to flank you go after him and kill him, dont just graze him once for an assist and expect someone else to kill him. you'll get a solo kill or at the very least a most damage done assist that pay out more than a normal kill where someone else did more damage.

The new model rewards players for sticking together, assisting, protecting, focus fire, using combat modules like ECM, narc, tag and to actually kill or disable mechs, not just farm assists like people are used to.

Most people complaining are complaining because they cant just sweep a large laser over the entire team, get 8 assist and roll in the cbills for doing less than a 100 damage and contributing NOTHING to the team like you could in the past.

Cry some more.

#23 Divine Retribution

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 648 posts
  • LocationArizona

Posted 23 October 2014 - 12:16 AM

View PostForceUser, on 22 October 2014 - 11:18 PM, said:

Remember that alarge part of the new rewards is protecting critically damaged mechs in various ways (saviour kills, protecting medium, etc.)


Protected light and protected medium have nothing to do with protecting mechs. To me it looks like an incentive for lighter, faster mechs to stick with the slower mechs. This helps prevent a lone DW from being left behind and mauled and discourages a fast mech from running off alone. Protect proximity benefits the mechs who followed the mech willing to take lead (keep it alive and keep fighting), but the mech that survived taking point gets nothing other than most of its armor gone. Sounds more like a bonus for not taking lead and just making sure the whatever is left of the mech that took point doesn't die.

Right now there is no incentive for taking point unless it's a guaranteed steamroll, then all those players that refuse to take point under any other circumstances are charging headlong for the kills...

View PostKrivvan, on 22 October 2014 - 10:57 PM, said:

In a game with no respawns, most of the time just staying alive as long as possible (while continuing to contribute) is the main goal. Going in early to die as a "distraction" is far more often a mistake than something to be rewarded.


I agree that a teammate running off to be a distraction or trying to solo the whole enemy team just means the team is down a mech. That shouldn't be rewarded. But how often have you seen players constantly back away from the enemy team, only to be cut down 1 at a time? The team that stands its ground or pushes forward will probably win, those whose morale breaks will probably lose. I'm looking for a direct incentive to have a backbone, because many players don't seem to learn that backing off once both teams are committed simply means you are forcing your team to play down a mech, increasing the chances of defeat.

Edited by Divine Retribution, 23 October 2014 - 12:17 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users