Low key misunderstanding of the game mechanics.
1) I see so many people fighting on the point on seal rock/onsal, but those modes are kind of like territory defense, and best positions for attack are usually not on the point. I think a lot of people just don't know the map well enough to set up decent attacks and deny territory to the enemy.
If you can control most of the map -> you increase chances that the point spawns in your territory. This makes mid an insanely important point because you can pinch from it into any direction and holding it is critical. Sadly most rouletters shout "mid is a trap" and completely ignore it at the start. In 95% it shouldn't be ignored due to positional advantage.
2) Point gain per kill in comparison to the overall score.
Seal rock 5/700=0.7%
Onsal 8/1400=0.6%
Shatter 8/1600=0.5%
Secure 10/2400=0.4%
You can kind of see that maps with more RNG have higher proportion of the score attributed to kills. Which means you can basically farm the team that was "lucky" to get the S rank in their base and happen to be in the lead through RNG.
Seal rock is larger map so more difficult to adequately control the map - makes sense there is more points from kills, whilst Onsal is very fast and you can travel across the map with relative ease.
So basically asymmetry is countered with higher % from kills.

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