Marquis De Lafayette, on 30 January 2018 - 05:57 PM, said:
As a former member of the unit Oregon is in (With many friends still there) I will say a couple of things.
Several good points have been made here (by people from different viewpoints) on incursion, gen rushing and use of certain tactics
Incursion is broken and always has been in FW.....did some units help make it un-fun for others who were trying to find a way to enjoy it? There is sadly some truth to that critique.
I know for a fact that a unit may (wave 1....not just to pull a Match out in a later wave) gen rush for a variety of reasons. It might be they feel overmatched against certain opponents ...might be there are just trying to get planet tags (and the MC that comes with it) and it doesn’t matter who they are facing, etc. There may be legitimate uses and ones (gen rushing PUGs) that are thought of (fairly) as jerk moves. Where exactly to draw the line is were many of us here will differ. But discussion if kept reasonably civil can be of help in this and might even do good. I can say my point of view on this has changed away from the “win by any means necessary” view I used to be fine with when it comes to this topic. I would rather take a loss for a good match than do certain things. However, I get that not everyone will agree, but that isn’t new.. players never have in this game and I really don’t expect them to all do so now, but discussion can move the needle in some cases.
Myself, I came to view pure gen rushing as a waste of my time in most cases and worse...a waste of other players time. It was overly selfish (i wanted the sweet nectar of MC that came with planet capture too much I guess) and for that I apologize. I didn’t really see that part of the equation till a couple of months ago. We all have limited time and we would do better to respect each other on that.
That said....Overmatched teams need to have tactical options to try to pull a win out and certain modes are built for that. I know many good players want less experienced (or less talented) players/teams to use matches as a chance to improve their gunnery, positioning, etc. While this is good for the long run...people do want to have a shot at winning each match and you can’t in effect expect people to just take the loss (for the pure learning of it) in those modes the objectives often serve to Keep the more talented team honest. I do however think it is fair to believe that there are ways to try to win that probably shouldn’t be done. Like hiding (mentioned above), etc. There is a difference between if something is “technically legal” and if something “should be done”. Also, if people complain about losing conquest on caps or domination on the timer...both those modes were added to have the pressure of caps (or the timer)...if one losses on caps or the timer it isn’t cheap play on the other teams part. Mistakes were made on ones own part.
We all have limited time to play a game that should be fun....employing tactics that waste another’s time should be rare. Likewise, starting trash talk (not merely banter or friendly rivialry) just to get something off your chest should also be rarer in this game than it often is. We do need each other here and the community is small. We would do better to listen to each other’s (sometimes) legitimate criticism and critique others in better ways that are more likely to have a positive effect. In my view there was value in this thread if we have the ears to actually listen to some of what has been said here.
Well put and I can appreciate what you are saying.
You mention the sweet nectar and I can at least understand that to a degree as motivation. The unit I belong to (BCMC) is full of players who have the means, and care little about the mc. Last time Hobbles dolled it out, I donated my portion to someone who needed it more.
So it might perhaps take the sting out of it a little when I consider others may be doing this as a legit way to get the mechs and stuff they want. Will try to look at it from that perspective and that others may not have the disposable income I have.
Really at the end of the day, most of the ills are players being players, and PGI's poor implementation.
Might be surprising to some considering some of my position here, but I don't want objective rushing to even be off the table. I don't want it removed completely, at all. That would limit a strategy and learning to defend positions properly can be fun. Seige mode for the most part is not easy to pull of a rush against my unit.
Incursion though? Really tough.
The two biggest things that I think would be easy and improve the game are;
1. Give the base in incursion mode, a lot more health. Enough perhaps, that a rush would need more coordination than simply ignoring players completely, and shooting objectives. That health should dynamically adjustable as they said the Atlas in escort is, to allow fine tuning.
2. Change the drop deck selection screen to come up after you see the opposition. We have decks for different map strategies, and that can be exploited by organised groups. For instance, a twelve man dropping Assassins on polar.... Done it more than I care to admit (not with my unit), and it is crazy effective, and stupid OP against a pug group who prepared with long range weapons. Effectively pugs are at an even greater disadvantage to a 12 man in this situation. It would also allow for organised groups, playing other organised groups to counter tactics and add some depth and meaning to combat id. Might actually give a crap, and engage in scouting (despite not enjoying it), if there was a real reason to care.
I would bet both of those would have a significant impact on the game with probably the least amount of work.