Khobai, on 28 March 2017 - 10:44 AM, said:
um thats caused by the gamemode being asymmetrical. one team is the attacker the other is the defender. of course the defenders are going to camp. they have no reason not to.
No, that has to do with bad game mode design, it has nothing to do with asymmetry (again, payload maps are asymmetrical in Overwatch/TF2).
Khobai, on 28 March 2017 - 10:44 AM, said:
where im talking about symmetrical gamemodes. And having capture objectives that bleed the enemy teams tickets forces action. You cant sit in your base and camp because you will get bled to death on tickets.
Don't we have that already? I think it's something called conquest?
Khobai, on 28 March 2017 - 10:44 AM, said:
thats the whole point of tickets, it prevents camping and forces action because of ticket bleeding.
You realize this becomes all about attrition then right? You are affecting how many times a team can respawn so that eventually you can kill them all. Seems rather round-about way of just making the game attrition based.
Khobai, on 28 March 2017 - 10:44 AM, said:
its to add parity to weight classes. so assaults and heavies arnt always better than mediums and lights.
Only if you aren't winning the combat.....
Khobai, on 28 March 2017 - 10:44 AM, said:
it doesnt force it at all.
you still have the option of using a heavier mech
you still have the option of using a heavier mech
It forces it if you are low on tickets......which is the only time you would legitimately take a bunch of lights unless you are doing a light rush to the cap points (which again you want to discourage that sort of tactic as much as possible).
Edited by Quicksilver Kalasa, 28 March 2017 - 10:54 AM.
















