Seems to me that the zerg tactic is unbeatable. 5 players always stay in 1 mob and go from point to point, killing everyone there within seconds and conquering the point within seconds. Theoretically the counter to this should be, that the other team always runs away from them and takes the other 2 points, but this is not possible, since they are too fast. So a diminishing return is needed for 5 people to conquer a point, so that the spread out tactic team can get an advantage against the 5mob zerg team. Something like that:
1 person at point = conquer speed 100% (+100%)
2 person at point = conquer speed 180% (+80%)
3 person at point = conquer speed 240% (+60%)
4 person at point = conquer speed 280% (+40%)
5 person at point = conquer speed 300% (+20%)
If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
"Since they are too fast"? Why would they be faster than the other team? Is their full team using faster mounts or something? Cause if it is then it's a whole different matter altogether that needs tweaking.
Comments
100% Agree Thumbs up!
And here is the reason: