I made an account just to express how much I fucking hate Seal Rock.
It's a lot.
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I made an account just to express how much I fucking hate Seal Rock.
It's a lot.
Right. That can happen. After playing this mode for years, I've seen everything happen from the assaulted team pushing through the weaker and thinner team because they just have that much stronger players (they have the runaway lead for a reason), repeatedly respawn and run out like bots only to die without accomplishing anything, and a few rare instances where majority actually sat at the invincible base area until the other teams had no choice but to leave/engage eachother. Additionally, these coordinated assaults rarely last long because at these points of the game, S rank tomeliths spawn more frequently and when they do, one or both opposing teams are going to drop any temporary truce and forget about pinning down the winning team and dogpile on the gold tomelith like their lives depend on it because squirrel attention spans.
I've seen fantastic throws too. Too many to count. Teams that have that high of a lead dropping to third usually only had that far of a lead from sheer opportunism and probably don't have many players with Battle Highs because they were probably chasing tomeliths all game and wanted to "let them fight," and got blown-up spectacularly when the other teams finally noticed. I've also seen people in these double-team situations get impatient or baited into engaging the other team because they can't help themselves but to get greedy and attack the closest thing their tab target picks up without distinction, so oftentimes these double-teams tend be short-lived and only last as long as the remaining timers of the active tomeliths.
I mean, in an ideal world, the leading team would always be under focus fire as the 2nd and 3rd place team should be stabilizing the score discrepancies every chance they get, but we all know that isn't what happens majority of the time. As you said, because "they just rush whoever they see first."
People need to understand that this 3-way conflict is intended for 2 teams to have the capacity to keep 1 team in check if they get too far ahead; that was the "comeback factor" the devs imposed on this mode, but it's up to the players to have enough awareness to utilize the other losing team against a common enemy. I've said before, but Frontlines modes are often nuanced game theories like the prisoner's dilemma or stag hunt where you need to consider what course of action will have your team's best interest in mind on what team to temporarily "cooperate" with to be put in an advantageous position later. Getting double-team is just an expected feature, otherwise you end up with situations that I'm sure we've all seen where a losing team obstinately attacks the other losing team out of revenge, short-sightedness or ignorance.