Bishop Steiner, on 29 April 2017 - 01:58 PM, said:
Because it doesn't.
Maybe this is where I am misunderstanding what ZUUL or perhaps yourself is saying. Because I agree. With bads or new players, the best builds are probably just going to be laservomit, hands down. It's not as good as PPFLD, but they are not good enough to use PPFLD effectively anyways.
The assumption that I am making is that the player in question has the requisite skill to use PPFLD effectively (which imo, is not a very high bar). So the only thing being called into question is what they choose to play, given that they are just as good with PPFLD as with everything else.
But, if they aren't good at PPFLD, they would probably be better served by improving at it, rather than ignoring it. But this is what distinguishes competitive minded players from everybody else - they are always seeking the best option, and if they aren't good at using it, they begin learning it. I experienced this recently in Unreal Tournament. It's super easy to use flak and rocket launchers to smash just about everybody, but shock rifle is pretty much the best weapon in general. I almost never encounter people who are good with the shock rifle, so I can keep wrecking people with my flak and rockets. In fact, I'll be at a distinct disadvantage with shock because I'm specifically bad with it. But because I know that the shock rifle is what people use at higher levels, I've made it my goal and challenge to learn how to use it. When I can start fragging consistently with it, I'll know I've improved as a player, and that is what is rewarding for me.
Bishop Steiner, on 29 April 2017 - 02:24 PM, said:
Personally, I find whackamole fun. I find playing at range is a lot more thought-provoking and involved. Aiming at long distances is more challenging, finding good peek positions requires experimentation and understanding, the exact mechanics of peeking, aiming, defensive twisting, and returning to cover is all a very involved process. For poptarting it's not that much different, except you have a much smaller window to fire your shot and you have to calculate lead very quickly so aiming is a bit more challenging and feels more rewarding when you nail shots. And you can't just jump straight up and down statically, you have to always be choosing new spots and trajectories so that you're not an easy target.
Plus, long range battles can last a long time, there's a lot of opportunity for tension to build up. To be unsure whether or not you're winning trades, or shifting positions especially if you're working with a team. Brawling on the other hand is like PE to me. You might go through all the foreplay of planning an approach and scouting things out, but once you call the push it's just get in and get it done and ... it's all over quickly. Meh. Not as satisfying, imo.
Edited by Tarogato, 29 April 2017 - 02:55 PM.