DGTLDaemon, on 10 July 2017 - 11:44 PM, said:
Well, I don't know about you, but I would never play a mech that's even remotely dependent on the team (like a slow assault or a support build) in 8v8. 12v12 at least provides some sort of "safety in numbers" for mechs that are not suited to operate on their own. 8v8 just won't provide a big enough pack to stick with.
It does. Played full 8v8 for a long time before PGI added 12v12, and you're MORE survivable in 8v8 than 12v12. Lots of people ran highly specialized Mechs just fine.
Again, we're not theorizing here, those of us who been around a while have hundreds to thousands of 8v8 matches.
8v8 does emphasize individual performance - each player is more of their team. A disconnect hurts more, but on the other hand you're less likely to have a disconnect on your team. This makes it easier to carry too, though, and less likely to get drowned by potatoes on your own team.
8v8 vastly increases time to kill, as firing lines have just 2/3rds of the firepower at max. There's way less "oops, I rounded the wrong corner and was obliterated outright" - this was one of the worst parts of 12v12. You rarely have a whole team arrayed in a firing line in pugs, but typically you've got a few Mechs on overwatch at any given time early in a match.
It's just MORE Mechs at any given time in 12v12, so an errant peek results in a player eating much more damage before they can do anything.