A simple feature, easily implemented, would be to never have either of these two modes of QP EVER pop together. Especially in lower tiers, they are a recipe for disaster. Newbies generally are, well, new. Maybe they're great mechwarriors, and great brawlers, but their tactics resemble what I find on my carpet outside my fecal-phobic cat's litter box. Even when the Tier mix was cross spectrum for all 5, I ended up on a winning team for either of these modes so rarely I have an autonomic response to vote against either. For these tiers, 4 and 5, people need no more complexity than Domination. Heck, some of them don't even understand Conquest.
You've done great work, but both of those modes require a co-operation level that is not present in the majority of QP matches at T4 and T5. Being in T5 since I've been aware of my Tier, years now, one has to wonder if the failure isn't mine...
The walls in Incursion, incidentally, are not destructible, on many maps. The intro for the mode before drop is therefore misleading. I've never seen one fall. Maybe that's because of the above?
Even Escort, in a Locust, the turrets are almost 1 hit deaths, and you can't get near the markers to change things. By the time you can get somebody to target the turrets, the VIP, on offense, which I end up with 90+% of the time, there's something SERIOUSLY wrong there, is already in the home stretch.
These two modes are ones that worth exploring for new players, but they certainly need to weighted differently for lower tiers. Save them for the peeps talking to each other, a rarity in T5 matches.
Luerim
Sons of Odin
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Escort Vs. Incursion
Started by Luerim, Sep 25 2017 08:58 PM
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