Well in detonation your enemy(And your team) loses a point for every loss of ship. So if you can kill them faster than your points drop due to them having 2 or 3 beacons you can win without beacons…But that is practicly impossible
In Detonation, sure. If you reach an impasse, the more natural thing to do is to farm a few kills, focus the enemy onto one side, then have 1-2 of your guys take the far away Station so you can have the upper hand. More often than not, offering a few kills actually DOES help you. The enemy goes into a killing frenzy and only notices when they’re respawning or it’s already too late.
right, and with that approach you end up on top every time. which is why buff assists are OP along with kills+dmg on engi/command. problem is with people who rely solely on the buff assists and sit back and do nothing… not even popping their head out to provide some extra damage.
i just went 1-35 on a command and got top eff. can do it every time… one of the easiest classes to grind synergy on, and engineers.
the worst are probably tacklers, and empire lrfs… since they have to rely mostly on single-target debuffs (no aoe buffs/debuffs) and kills/damage assists…
If anything, your suggestion is just to nerf assists in Synergy gain. I’m ok with that. I’m not ok with you babbling on and on about basic things you don’t seem to even grasp properly…
they are… the team that wins usually has most kills… that’s a statistical fact… proving that kills do in fact win games. they also increase enemy respawn times.
kills only matter in recon to an extent… can usually be settled by a proper recon/warpgate+covert rush on the commander. although in pubs, its admittedly harder to pull off but not impossible. done it countless times with the whole enemy team turtling around their commander, as long as my teammates are using the same playbook. although a team that gets more kills is usually more experienced and better able to pull it off.
in detonation they matter because kills prevent the enemy from reaching your beacons… as for the number of games settled by kill count, it’s actually in the minority (as in, down to the last 2 stations, or an equal station count).
stations are easy to kill, you can hand off the bomb at the plant to a teammate behind you. if done properly, hard to stop. especially with nuke+ecm cheese spam on top of it. especially if you’re doing better in kills, making it easier to reach those beacons and defend yours.
in any case, beacon caps are won because you were actually able to kill the defending/attacking forces… not by sitting around assist farming or crowding 5 men around a beacon.
imagine the dudes who kill the 5 attackers around a beacon and died… each netted a few measly points… the survivors when arrived late on the scene might even pick up a few kills/assists and a free 300 beacon cap points. it’s imbalanced. moral of the story: arrive late, stay behind and pick up the killsteals and the free beacon cap ftw…
Before I actually answer this… You’re talking about Domination, right? The one with the 3 active Beacons, right?..

