"You say it is dumbed down yet you have not mastered it."
Two different things. You can play a vanilla mode and still lose every game. Think of it like playing catch in the backyard vs playing baseball in the sandlot - which would hold your interest longer?
"To the average player, it seems like OMG that person just EZ mode alphad me and I couldn't shoot him back. Well, you need to stop and think about why that is happening. Its not that the game is dumbed down, its that someone else is playing the game smarter."
You are making unfounded assumptions. Nowhere have I said anything against being alpha'd by an opponent using superior tactics.
"Let me also remind you that Frozen City (day) with the storm, is not a clear map at all. Now that we have addressed that fallacy"
I said "cold clear maps". Frozen is cold, not clear. Players are voting on the simplest maps - if the map is cold AND clear, it gets chosen first (HPG). If that combo of cold/clear is not available, then they go for the coldest (Frozen). If there are map choices not that cold, then they go for clear (Tourmaline, Canyon). That's not a fallacy.
"why is running to bases and capturing without fighting so fun for you?"
Again, unfounded assumptions. Most my Conquest games I'm in the top 3 for damage dealt, and that's in a 3MP Raven. Basic Conquest tactics are to keep caps at 3-2 or 2-3 and then get back in the fight. So this angle you're working, that I capture without fighting, is mistaken.
There are several reasons I find Conquest more interesting, here are a few:
1) aggressive scouting is actually useful again, as its not the usual predictable deathball in the middle. You never know where the main fight will be, which means fast scouts like mine are more useful than normal.
2) because its not the usual deathball in the middle, you wind up fighting on parts of the map you rarely see or use on Skirmish. This adds variety and makes old maps feel brand new.
3) more lance vs lance action, instead of the usual deathball. And the action is more fluid, since my lance is brawling at around an average 140kph. That means you have to react quicker and adapt on the fly, instead of simply waiting to poke again.
4) you routinely encounter solo enemy lights out in the middle of nowhere, which means more 1 vs 1 duels without outside interference.
5) more tactical decisions to weigh on the fly - when to cap vs when to fight, when to cap vs when to simply decap, etc. The added objective creates more variables to consider, which makes it more intellectually stimulating.
"I can't tell you how many times that teams that lost the 'battle' win by caps because they have some elusive players left.
And I can't tell you how many times teams lost the battle by killout because they refused to hold their position for 3 minutes. We're about to secure the win, red team can't catch up, and all the blue skirmishers have to do is trade smart and delay them for a bit longer. And instead they push in to get that one last kill. These are the "smarter" players you were referring to? They just want to blow stuff up, which is fun, but also simple.
"you are just coming off as a spoiled whiny child with all this 'other people don't want to play the same game mode as me, and when they do, they shoot mechs instead of only capping, its not fair!"
Again, where do you get this assumption that I believe in dedicated capping? I think you have over-estimated your intelligence here. Or that you have misunderstood what you have read. The fact that you immediately jump to these "he must not like to shoot" assumptions tells me you don't understand how Conquest is actually played.
Edited by Fenrisulvyn, 13 November 2015 - 07:56 PM.