Penril wrote:1) Players can balance this themselves. If they don't want to, that's a completely different thing.
2) You are not forced to run a premade. You can solo (i do it all the time) and win as much as you lose. Some people seem to imply that soloing = 100% defeat rate, which is a lie. The other side pugs as much as you.
3) You should google for the meaning of zerg. Size is relevant when using the word "zerg", and a 6-man is not a zerg.
4) Even if more points are awarded for defending nodes, a good 6-man will still stomp unbalanced groups. What makes you think a group of pugs will be able to coordinate better than a group in Teamspeak?
1) If you have enough players on, yes you can balance. But you ALSO have zero control over what other people bring to your SC.... If you bring balanced 2-2-2 and the other guys think it fun to que up with 6 BWs... Then you probably wont have the best time in that SC.... In fact I played several games last night where we had 6 BWs. We DID win some and we lost some as well... When we won it was because it wasnt against PMs and our group was ~4 players. When we lost it was against a PM, we stood ZERO chance against a melee train. Did we have control over that? Well... We brought a balanced group of 2 healers, 1 tank and 1 DPS.... So there wasnt much we could do to "balance" that considering there were <200 players on the entire server and not anyone else in our guild was on....
2) As do I. I mostly duo/trio Q for SCs since anytime we have 6+ players on we usually RvR. I would agree its about 50-50. Usually determined by class comp though and nothing we/I did in game... As I mentioned. I que up with a tank/healer. Sometimes we get next to zero dps classes and all tanks/healers. Thats gonna lose to balance nearly everytime. Now if it were a cap/contest game, tanks and healers could do very well together if they own nodes in defending them.
3) As for Zerg - I see this as a moot point. The PURPOSE behind the word was to describe the "loosely organized group of players with the goal of completing a task or series of tasks"... The "large" is in perspective.
Is a 6 man a "large group"? well it depends... are they attacking 3 guys or 20? Its somewhat relative. The POINT behind it was to say that CURRENTLY SCs end up being 1 group vs 1 group head to head. With the occasional stragglers roaming trying to get 1v1s or something.
Where, I think, a more appropriate/fun game would be to break those groups up a bit and attack/defend different points on the map. Not just have ONE group rushing around everywhere killing everyone. It requires more strategy and teamwork to require defense IMO.
4) NO. And we agree 100% I have said numerous times this isnt a way to make a PUG > 6 man group. But it IS a way to alleviate spawn camping. Will it still happen? Sure! But will PUGs be more tempted to leave spawn and TRY to kill if rather than a full 12 man team camping spawn its only 8 people because they wanted to leave 4 guys to defend the nodes they capped? Probably. Which it then becomes a 12 vs 8 @ spawn where the "advantage" is on the spawn guys...
Or say they DONT do that and have 1-2 guys roaming to defend... You leave yourself open for a backcap - which could cost valuable points and award valuable points.
Even if games where kills dont award ANYTHING towards the win, you will see guys who care to do nothing but kill farm.
If thats what people want, the DEVs should make a pure "slayer" gametype. When you include objectives, I would think and hope that objectives are worth more than kills. All I am saying is that I think the weighting is off a little bit, more points should be awarded for defending flags/nodes and make it punishing for a team who ignores defense just to zerg everything.
There are multiple ways to do this...