El Bandito, on 11 September 2017 - 10:10 PM, said:
Stomps happen a lot in QP, and second wave usually cannot reinforce in time to help stabilize the situation, anyway. Going out at once usually means eating perfectly aligned strikes--and that is IF you can convince those cowardly pugs to go out in the first place.
I doubt they'd be so cowardly in a no consequences on death gamemode. They'd break through a spawn camp by the second push if they first one fails just through sheer attrition.
ForceUser, on 11 September 2017 - 11:51 PM, said:
11 ERPPC Direstars. Shoot, kill, blow up, respawn, repeat.
That is just the tip of the iceberg on why a full respawn system won't work in MWO.
A slow moving assault mech that blows itself up when it fires and can only one shot mechs 55 tons and below with no armor quirks. Boy, that sure is effective.
Meanwhile you can pump out nearly that much damage with a gauss vomit Direwolf and not kill yourself in one shot and this build actually gets used in modes in which death has consequences.
Beyond that, this is the whole point of a respawn mode, its for stupid builds, bad builds, troll builds, bad tactics, and just absolute pure casual play for the fun of goofing off. Its not competitive, deaths don't matter in it, nothing does really, its just for going out and having some fun in some stupid builds that you wouldn't be able to have fun in in the more serious quickplay gamemodes.
Edited by Dakota1000, 13 September 2017 - 06:06 AM.