Tiewolf, on 06 December 2017 - 03:58 AM, said:
... If the maps/modes would be designed that poking, range, mobility and cooling aren`t the determenting factors after the team coordiantion then IS could shine too. But that is only the case in scouting. In the Invation environment clantech is much better and you need a higher player skill and level of coordination on IS side to win the day. Thats sad because scouting won`t win planets or cookies.
??? What else should it be then? When you remove these factors, what would remain? Full speed, straight to the enemy, spray and prey? Are you serious? Thats not gameplay, that would be like a simple rail shooter.
And for invasion, especially siege mode: you always been f...up when you forced to attack trough a needle hole. It deosn´t matter wich side. As a siege Clan attacker, you get the tonnage disadvantage in addition to the bad map design.
Generally, MWO is a team based game. If you don´t group up and play together, you get stomped by a organized enemy. That was one of my first lessons I learned. As I began to play, I realized after two days running around alone, that I need a unit. I found one and now its cool. If you don´t to join a unit or group up with others and prefer to do your own thing, than you have to deal with biting the dust against team-minded players.
MischiefSC, on 09 December 2017 - 08:13 AM, said:
Aggression wins matches. You always want to be pushing, not getting pushed. A timid team loses a lot. Play aggressive and you're going to drive a lot of wins.
Thats a fact. To many players try to outtrade the enemy, although they cannot do this, caused by the lack of range or proper loadout.