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Damage, Kills. Game Mode And Rewards

Gameplay Maps

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#1 tokumboh

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Posted 19 March 2017 - 12:46 AM

So I have just played escort twice in both cases I escorted the VIP mech all the way to the dropship and helped drop the couple of people that made it through to attack the VIP mech.

I did some armour sharing such that the VIP mech did not get hit and all the thing that you would do to that a bodyguard would do I was assisted by a LCT and TBR in this endeavour but the simple fact was that our C bill and Match scores were pretty lousy.

Firstly this game rewards damage and kills and mostly damage and kills and KMDD but this does not match the modes.

Escort cannot be about just damage and kills or it becomes a farce. I have had too many games where the supposed defenders of the VIP mech were fighting and defeating a group of the enemy on the other side of the map and yet I was trying to fend off 4 Mechs that broke away alone far too often, so I think there has to be a body guard reward similar to that of lance in formation for those that actually care about keeping the VIP mech safe.

I get that Skirmish should be about Kills and Damage but I also believe that it should be about rewarding more thing than that In one game, my assualt lance steam rollered over a team armour sharing and and overwhelming several mechs. There should be a reward for armour sharing and taking damage while being able to dish it out. It would mean that assualt lrm boats will still be a thing but would not get the same reward as a Atlas playing it's role, the rewards for brawling are not high enough as well

In Conquest because of the numbers of Mechs I feel that capping become secondary after you have two since the maps are just too small. In the main. The best conquest games are played on Polar Highlands because the killing and damage approach does not always work and it has to be combined with capping. It means that you could win the kill and damage race but lose the match

This leads to another issue, Most of the maps favour 400-1000m metre peak and fade overwhelmingly and that it means that short range builds are often disadvantaged to an extend that when it comes down to brawls high alpha long range build often win out from long range attrition.

There needs to be more 'map' balance or else the matches become rather samey with log range trading, attrition, nascar flanking and brawl down, Having watched a couple of tourney on Twitch that seems to be the game.

I think the simple thing is that the game mode, the maps and the rewards are skewing the gameplay and that until they sort out the rewards then I believe the have a hard time of getting anyone to play the mode.

It will also help if they had a better set of statistics as the leaderboard does not encourage much more than KDR and Kills





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