Deathlike, on 13 April 2016 - 06:10 PM, said:
Shockingly, the old Assault method of farming the opfor is the optimal rewarding strategy (talking about getting off the cap when you're about to win - so you can farm the rest), except it's not a "base" - it's just a circle in the middle of everything.
Yeah, and it's a huge circle in what is usually the most important area of the map. In Assault, it's not so bad, because you can usually get your guys to step off the little base square to farm the enemy team, if you want. It's also not so bad because the tiny bases are far behind the enemy team, so you have to go out of your way to cap in almost every match. It's usually some sort of risk.
In Domination, it's completely different.
- If you don't step on the circle ASAP, you lose the game inside 2 minutes.
- The circle is between you and your enemy, and trying to avoid the circle is a huge risk because it means you're giving up the center and you're allowing the enemy to take it.
- If you're getting close to a cap victory, you actually have to abandon a good position, and it usually involves spreading in multiple directions unless your team is super-disciplined. The circle is huge, so you have to move quite a lot to avoid it once you've taken the center.
I do think it's dumb that a flawless victory in Assault pays peanuts too, because it's just bad game design. But it's not such a big problem in Assault, because of the reasons mentioned above, and also because it's easier for the players to work around the bad game mode. People learned to avoid base cap victories in 2012, kind of like a gentleman's agreement to compensate for an obviously flawed game mode.
oldradagast, on 13 April 2016 - 06:11 PM, said:
Didn't Conquest or Assault use to pay out LESS if the objectives were met instead of destroying all the enemy mechs?
And don't even get me started on the idiocy in Community Snorefare, where all damage dealt to the objectives didn't count towards your rewards in any way. Not sure if they fixed that, but it was yet another brilliant example of "objective based combat" that totally fails thanks to paying out worse for winning via the objectives.
It's still the same way quite often. If you take a light mech and cap 5 bases on Conquest, winning the match single-handedly, you get paid less than pretty much everyone on your team, unless you were involved in fighting on top of capping. Another obvious flaw in another obviously terrible game mode, but people have learned to deal with it. For the most part, light mechs will cap 1 or 2 bases and then start fighting, because standing on squares is boring and the rewards are terrible.
You still get a lot of matches where teams are complaining about light mechs not capping. Some light mech players don't want to cap at all, which speaks to the flawed nature of the game mode.
El Bandito, on 13 April 2016 - 08:06 PM, said:
Judging from the fact the OP's side actually lost way more mechs than the enemy, I doubt they could farm the rest.
In this particular match, we would have won anyway. A few guys on their team sacrificed position to score a few kills, and as a result their whole team took a major beating and was forced to retreat. If the match had continued, we would almost certainly have won anyway.
But the point isn't this match in particular, the point is that you can have a perfect match and be penalized for it.
Troutmonkey, on 13 April 2016 - 08:07 PM, said:
Playing the objective for an early win is both unsatisfying and unrewarding. Playing the game as Skirmish is always more fun and pays better.
Without respawns there is no real eb and flow to a match. Either one team wins quickly or the game plays out like skirmish.
Yep, very true. Although I should say "without respawns or dynamic objectives". Dynamic objectives do change games quite a lot.