Again, you didn't ignore the objective, as you would intend to both kill the enemy and capture the objectives; but if the enemy gave up within the first minute (as was often the case), i.e before you could even do the objective, then whose fault was that? When you enter into a SC, the outcome is often decided in the first engagement, so it is not the winners' fault for demolishing the enemy, and you can't accuse premades of 'ignoring the objective' when the outcome was already decided in the first 60 seconds (aka before any real capturing of objectives could have taken place).Natherul wrote: ↑Sat Aug 17, 2019 1:52 pmworking perfectly? no, but honestly better then a system that would literally reward people for ignoring objective and just go killing.rmpl wrote: ↑Sat Aug 17, 2019 1:45 pmWe literally just won highpass cementary with you despite having 20 less kills because we capped the flag twice and the opposite team had no time to regain the points since domination ended the match for them. Do you really think this is working as intended?Natherul wrote: ↑Sat Aug 17, 2019 1:36 pm
It can be tweaked ofc. Just like anything else. But remember that 12 more kills means that one side killed 2 full parties more then the other team. So in a fight where its all instantly (I would imagine very rare) it means 2fp clashed and one side killed the entire other team with no losses and then killed one more.
Even after these changes, the same old pugs will find themselves farmed ad nauseam, stuck in their WC due to their inability* (read: refusal) to get organised; the only difference is that the winners are now being punished for...winning, which simply does not bode well whatsoever in a game that should be encouraging PvP, yet as of late seems to do anything but.