ScrapIron Prime, on 29 August 2022 - 05:20 AM, said:
And in the end, the fast capping light gets severely penalized for winning the game, because they didn't run into the middle and rack up massive damage. So team wins and light mech's PSR goes down.
This... could use some improvement.
AMEN!
Maj Destruction, on 30 August 2022 - 07:47 PM, said:
Oh yes, I've noticed this a lot. I've had several rounds where, as the last mech standing (or last of two or so), I literally saved the game by out-capping the other team, usually because only big slow mechs are left on their team. I end up with a low score and my rating goes down. Oh well....those are some of my most fun and exciting rounds.
+1
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I try not to let my capping adventures draw me away from supporting the team when appropriate, but there have been times when I've abandoned a clearly losing battle to try to win on caps. Sometimes it works, and that feels good.
Couldn't even do that with a 100% Boosted Capping Quirk on my Spider the other day and IMHO it doesn't work like that most of the time...
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I used to hate Conquest as a brawler, because some of the enemy mechs would leave the battle to go cap, and my big slow mech could do nothing about it. Now, as a light, it's my favorite mode.
The thing I hate about Conquest is that there is no option for both sides to reconsider their mech choices before the game starts!
Why not have the option for both teams to switch to Lights or Mediums that are a bit faster than the average Medium ?!
Would really improve the experience IMHO
An6ryMan69, on 13 September 2022 - 11:09 AM, said:
I like Incursion. Certainly more than any game mode that involves standing beside flags; ever.
Kind of feel the same :
I have done enough capping flags in my Battlefield 2 days