But here is some feedback for match rewards as per Russ' earlier tweets.
Per his tweets this will ONLY cover adjustments to things already in the game. (Mainly taken from the list from the patch notes they where introduced in.)
GENERAL NOTE:
Match rewards are VERY skewed towards combat at the moment, while some general buffs to combat rewards will be nice, AGGRESSIVE boosts to non-combat operations that are tied directly to game modes should be heavily considered, as currently, taking yourself out of combat to pursue the main gameplay objective that could help you win the match, leads to less rewards earned for yourself, conditioning players to just simply "not go for the objectives" which makes the entire game suffer as then the game modes simply don't matter like they should.
Players tend to need to disengage and remove themselves from combat to cap and go for objective wins, this should not be a punishment for them.
Engagement / Disengagement rules: Current timer for a mech that is "engaged" to "Diengaged" takes way too long currently. Reduce it to 4 seconds. This should allow maneuverable mechs to stack Flanking and Hit and Run rewards more easily then they currently do.
- Capture Win: 25000 cbills up from 0. (Remember, Cap wins come while other mechs are still alive. Thus rewards for everyone are typiclaly lower from these wins because they are loosing out on a potential kill / assist rewards.)
- Capture Assist: 20,000 cbills up from 0 (Reward players that remove themselves from combat to take an objective win.)
- Kills most damage: 10,000 cbills up from 5,000
- Capture: 15,000 cbills up from 2500 (Again, you are often removing yourself from combat to get this reward.)
- Scouting: 3000 cbills up from 2000
- Capture Pulse: Tripple or quadruple the frequency of the pulses. ( Again, your removing yourself from combat to obtain these rewards, You can tripple or quadruple the rewards, but that only rewards people who "tap and leave" the mark rather then sticking around to capture. Have it be a constant stream of rewards to motivate people to stick around and cap, and not just run through, collect some rewards and move on.