It’s called playing for objectives, for the win.
Protecting a bomb carrier is not rewarded by points
Only if they’re farming and not killing. “Valkyrie” cane help a team a lot when you know when to use it.
Debufs should depend on timing.
It’s knowing gameplay. If you know the rules to win, you use them. Baseball isn’t all about home runs.
Behind the target tends to be safer, if you’re in from, then a “lock onto nearest target” will target you.
Then why do they die? Why aren’t they abused?
The only time it’s offensive is when they’re already targeted and it’s stasis!
The only thing that isn’t normal is that you’re reduced to a ship without "magic."
3-4 people not helping the battle, sitting there at a beacon don’t help ‘ftw’… since once the enemy is done cleaning up the rest of your team they will come for the 3-4 at beacon and own it.
it would be too hard to implement ‘protecting the bomb carrier’ since someone doesn’t always do damage to them before you kill that person… so… that’s why i requested that less emphasis be put on mindless objectives, and more on helping your team out in battle. objectives award a win in themselves, so they already boost your earnings by that simple fact…
yes, 2-3 command cycling valkyrie can help, but all of the other mods on them are being wasted, except as backup when 1-2 others die or are disabled. still preferable to 5-6 assist farmers. but it still wouldn’t be a problem, since you’re getting slightly less for buff/debuff but more for damage assists/kills… so it evens out… just forces you to help out with damage more instead of sitting there being semi-useless… like when i play engi/command i usually end up top efficiency simply due to all the buff/debuff assists… not even counting beacon caps…
debuffs do depend on timing. if you debuffed a target within the last 15 secs, you get an assist. (at least i think, even if the debuff runs out before he dies). defensive buffs should depend on timing and if the person you assisted took damage in the last 15 secs, or even if they didn’t it could be a heal buff, etc… but that is most likely too difficult to implement… so as an easy workaround, just reduce assist farming…
knowing gameplay is fine. but when certain ‘plays’ provide unproportionate rewards, then things get out of balance… people start doing crazy things… it’s like the game actively rewards doing the exact opposite of what you need to do in order to actually win a battle…
i never use lock nearest target, i have a custom lock on bind which locks my attacker, the target in my crosshair, etc… based on the context. i use the radar to find the nearest/appropriate target. it’s better that way. plus i don’t mean a single unit in the front line. i mean a squad of people, actively working to deny the enemy strategic positioning.
ecms are abused… even after the nerf i see 3-4 ecms in a game or 3-4 coverts… 3-4 ecms can literally disable an entire fleet while other enemy units kill them.
no, typical ecm offensive run goes like this: emitter the engineer while your team kills it, absorb and statis the command if need be, and kill it… use metastable to finish the job if you get in trouble, then get out of there with flares. or something to that effect.
no, actually it’s magic that you can disable a ship for 3.5 seconds, then another 9 seconds, then drain its energy for another 10 seconds like a disable, then get 10 seconds of invulnerability and 2 sec disable, then some of your other skills are already off cooldown… it’s a ‘magic iddqd boat’… why you think every has an ecm as first slot? ;p
when i get 4th slot my loadout will be: ecm, gunship, command, engineer. or another possible loadout is ecm, covert, guard, engineer.
