Quote Originally Posted by Novani View Post
Mm, couldn't disagree more. Plenty of people are getting the idea of hit & run, the problem is the way the objective waiting works, someone's peeling off, usually many someones in fact to cap a node all the while teammates are getting left as easy marks of opposition, it's a far from fluid process.

Then of course when you get teams that try to do the objectives, the Battle High system shows just how broken it can be on a map this tiny with so little wins in straight up fights. People say fight aggressively, yet that runs counter to the idea of hit & run, so I'unno, it needs tuning I think.
Also fight for the Flames/Freelancer Team: you will know pain here.
That's because the nodes pop so fast in the early phases + the small map means any GC can get to a spot without much issue. The whole alliances should be moving as a group as that pressure from that and the fact other people are thinking those same thoughts on nodes means that the chase isn't very far. Even then jobs like BLM and RDM can lock people in place allowing for a better escape of the majority in some cases.

You're going to be fighting someone either when your entire team gets to an open node or by the time the node is ready to pop. So the aggression is really just kicking people off the node asap and getting it yourself before moving to the next, pinching at points where your group is good to. I'd say hit and run plays into that since it's just getting you into the next fight, which allows this entire mode to thrive of constant pvp.

Don't worry, I already Freelance for the majority of them.