Mystere, on 28 March 2017 - 10:59 AM, said:
Also, having no markers determine friend from foe, while being locked to the commanders hatch, gunner scope, and/or driver slit, frantically scanning the landscape for any signs of the enemy, and being scared ****less by the inevitable loud BANG when you take a surprise hit has its own unique element of fun. Especially with a really good gaming headset.
Anjian, on 28 March 2017 - 11:11 AM, said:
You need to capture the jump points that will lead directly to the enemy home base and make sure the enemy doesn't capture those points leading to yours.
Second, capturing gamma so you can upgrade faster and get better DPS and survivability out of your ships. That's how you put the enemy team out and into the limbo area.
Again, two objectives in the game that must be relentlessly taken.
Correct. However you also need to balance the need to throw your lives away with the amount of gain you will get. Fighting for gamma when its clear you are outmatched (due to ship/number differences) is stupid as you would then stack the cards against your team while staying alive lets you group together to hold them off somewhere else. Also, winning gamma has no meaning when you die seconds later, as you then lose those bonuses that you get. My point for bringing this up was, while the respawning plays into the mode of the game better, it only perfectly fits because of the penalties for dying (long respawn timer, losing bonuses besides the upgrades, etc). This also applies to taking back the FoBs to cut access to the main base. If a small group jumps into the enemy main base to be outnumbered/outgunned, after they die the enemy has a free pass to capture a whole sector and counterattack the main base, leading to a loss. Instead, holding on to the FoBs lets you force the enemy to chose between holding their main base, taking the fight back to A/B sector, or taking G. In that situation, losing a single ship causes a massive shift of power despite there being respawns. And when a side loses a ship (most of the times its the side losing at that point), the other can push in taking out the entire enemy team, forcing them into 1-2 minute long respawns where the main base is just capped while everyone is dead. Yes this doesn't happen every time, but is the majority of the cases.
Anjian, on 28 March 2017 - 11:11 AM, said:
Yes, it is more popular by number of games. However, when looking at the players in queue, usually they are very similar. The reasons RB takes a lot longer to find matches is because of the spreads of Battle Rating in RB, when AB BR is more squished together. Yes, SB has so few players. However, that is no reason to not include it in analysis as it is still a beloved mode.
Anjian, on 28 March 2017 - 11:11 AM, said:
Tanks are far more squishy in RB than AB. Yes, there are no magic markers telling you where the enemy is or where to aim. However, in AB ammo stores are less likely to detonate, a hit to the turret ring merely slows slew rate instead of completely jamming it, crew move around far quicker, you can survive with 1 crew left, you can fire with a damage gun breach and/or barrel, and you can twitch move for defense.
Anjian, on 28 March 2017 - 11:11 AM, said:
Hence the upcoming update which massively changes the balance of things.
Anjian, on 28 March 2017 - 11:11 AM, said:
I've got 10+ kill games in WT where most of the enemy team only have died once. They happen when 80% of my team dies within the first few minutes as they are total ******s. I've even had those 10 kill games in Simulator, where most vehicles don't get a respawn (TDs, Heavy tanks). You missed the point of that statement. I was referring to how the respawning interacted well for those games as there was a punishment for dying and an incentive for staying alive and playing the objective while not completely making it so dying creates an immediate loss.
Anjian, on 28 March 2017 - 11:11 AM, said:
I agree. And that's why respawning should stay in FW and stay out of QP.