Spheroid, on 26 November 2017 - 12:20 PM, said:
How is collecting info nodes skillful? Conquest in FP is somewhat a tactical game as it requires dynamic response to manage capping outcomes. However both sides are guaranteed to meet each other in contention of these cap points. So it is a win/win for each side. Smoke diving and combat avoidance does not satisfy the hunting side in scouting.
Objective rushing is not a desireable playstyle in this game. Assault previously suffered from this in quickplay and siege in its earliest days resolved too quickly or from range shooting exposed o-gens of lesser health with zero turrets. These were not considered successful versions of the current mode and were amended. This design philosophy is still in effect.
If people want drastically lower ttk, they should ask for 1,1,1,1 mini conquest were the engagements will not be 4v4 but isolated duels of 1v1 or pairs spread over the map. You just tweak the capture rate and spawn locations to arrive at the correct level of dispersion vs. concentration to promote sufficiently fun and long fights to the death.
I believe people's main beef with scouting is not the combat but the extremely short TTK. Are people seriously asking for a non-combat activity in a combat game? The physics model is non-existant so what other motor reflex skill is being exercised?
We already have them. It's just that they don't pay, and since Lights are garbage for actual combat(thanks for the years of continuous nerfing), we have nothing we can do to contribute. And who said motor skill is the only skill that is worthwhile? What about tactical skill? Knowing when to fight, and when not to? The game you want is just another FPS meatgrinder, but not everyone wants that. In fact, very few people I know want that.























