Talk:King of the Hill/@comment-32766476-20180818040233

Yep, I'm convinced. The average IQ is just too low for this game mode to ever work, especially with the current rewards system. I fought the urge to leave the battle (before it starts of course) on my 5th KOTH match in a row, and although we were tied in the beacon bar after a dramatic come back and now a 5 v 2 battle, my 4 teammates sat on the beacon to run up their beacon points while the reds sat on the next beacon. We lost because I couldnt cover the distance across the valley fast enough as my moron teammates racked up all the stupid, senseless, beacon points. This would never happen in domination, tdm, or beacon rush because the principals are so much more simple, and it would never happen if the rewards system didn't encourage behavior that did not support a winning strategy. Instead of winning, and collecting gold we handed the match over so that a few people could get nearly the same amount of keys in a loss as they would have gotten in a win.

People complain about shocktrains, and I get it. Dealing all the damage in an auto-aiming instance is total BS, but I can live with that simply by avoiding line of site until they fire and hunting them down afterwards. That is a 1v1 situation that a skilled pilot can deal with. This is a situation where you have 0 control over your teammates, who are being coersed by a rewards system, to make bad decisoions in a game mode that they simply do not understand enough to execute a successful strategy.

Something has got to give here. Putting the beacons closer together is a start, but really, beacon points has just got to go. The deciding factor is getting a beacon and protecting it, which arguably, is the same deciding factor in beacon rush and domination. I think the point system needs to be universally modified to reward damage in reference to a beacon, and changing beacons from red to blue.

As it stands, someone who deals damage in the weeds, or who changes an already liberated beacon, is rewarded the same as someone who liberates, changes, and defends a beacon. Anyone who has any experience in this game knows that this should not be the case. Why doesnt the rewards system reflect this!?