LordNothing, on 22 June 2022 - 04:05 PM, said:
Depends on the motive. This is a PvP game though so imo the ultimate reward is still winning (it does payout better as well), and if you have a great spot to camp in, there is very little incentive to leave that spot (then it becomes a game of who gets antsy first and walks into a death trap). Artillery-esque weapons would help since there is more of a cost to leverage them compared to arty consumables such that there is less likely to be calls for nerfs (it would also hopefully be less "spammy"). Still though, these are bandaids to the problem which is that some game modes just don't incentivize active play. Skirmish is the worst, but incursion and assault aren't much better given how they work. Conquest probably forces engagements the best outside of larger maps because you want that three cap advantage to force engagements on your terms which means a lot of positioning at first. Larger maps are rough because if the caps are too spread out, you can make a strategy to just play caps (and as funny as they are, they just shouldn't happen). Domination is nice but not as nice as conquest because if both teams get in the circle at the same time, there is no good tiebreaker like there is with conquest (if there is an open cap, you will take it if the enemy gives it up just to have cap advantage).
LordNothing, on 22 June 2022 - 04:05 PM, said:
as much as id like to blame something out of my control, i kind of think that is the easy way out.
Some of us have called this pugstar mentality because some of the good players will play like this. Using the rest of the team as meatshields for them to do a lot of damage on the enemy. It's a valid if unfortunate play style especially in uncoordinated scenarios, however map design is partly to blame here because almost all of the new maps/redesigns have offered great positions to do exactly that. HPG, Emerald, pre-patch Caustic, Polar, Rubellite, Alpine, reworked Canyon (somewhat), reworked Viridian Bog. There is some commonality between all of these maps too (outside of Alpine and somewhat Canyon), in that they all feature low center areas and high ground that has great sightlines on the edges of the center area with optimal range for poking at anything that wanders into the no-man's land in the center. HPG is on the edge because it does offer a bit more cover, but honestly the rework made the barrier of entry for going on the wall too easy.
Edited by Quicksilver Kalasa, 22 June 2022 - 04:59 PM.