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Very well-stated counter argument, thanks for stopping by.
As for the tanks, you've got to block them at 20-25, so they've got to get their kit levels up, and they've got to learn fast that playing solo = Death / Playing without a mic = Death.
Totally true for new recon players. As for armor, I wasn't sure what levels would be best, but that makes sense.
The majority of players will end up leaving this game.
You want a better experience? Play scrims on private servers.
I understand your frustration but this would be a HUGE mistake for the devs and the percentage of new players who stick to HLL will significantly drop.
The devs know this and it will never happen.
I use RO2/RS2 as an example as it's been out longer and has shorter matches and smaller maps so it's got a concentrated similarity to HLL. It's common to have whole matches where the same people fail to get in to the capture points. Mention (politely) in the chat what they ought to be doing, you get a hatful of abuse.
I applaud the idea that you're thinking of ways to encourage people to learn how to play the game, but I think the average player is either entirely unaware of the larger picture, or even of how to comprehend the larger picture ('my trench has enemies in, I must shoot them'; while the experienced player who has considered how to be a better player is thinking 'I must sprint to the other zone as it's going to be captured faster than this one will be recaptured'), or they're thick as mince. At least the former type can learn.
I never fail to be astonished by how people cannot grasp over the course of half an hour that their actions are not helping the team's objectives. Zone after zone falls, and they still persist in the same actions.
I don't think pure time or levels (that are tied to time played) have any bearing. It's only that some people are interested and want to understand the mechanics in order to get better, and others load up to shoot something and get frustrated when they don't (so the faster running speed is great for these guys).
Maybe I'm shouting at the clouds here, but it is so blindingly obvious what's going wrong in many rounds I play, yet no-one does anything. If I play with a couple of friends, it's not uncommon for a sniper to be having a field day and no-one to mark, ping, comment or otherwise until we take it on ourselves to sort him out. All it takes is a basic interest in the flow of the match, awareness of where people are being held up by enemies, and talking, which holds true for RO/RS and HLL.
You won't solve it by level-locking, but I guess the people who get those levels might have the chance of a better awareness.
Leaving them there, and just dropping in on the airhead is the best thing to do.
Most matches, I see maybe a quarter of the team do this though. The rest want kills, which in turn makes it harder for the push on the point, as they all respawn there.
Simple tactics, but a lot of people either don't understand or willfully ignore the fact. Then they complain when the match is lost.
Not sure how to fix that mindset, as like i said, it's in the individual themselves to want to change, and at the end of the day it's a game and people want to have fun.
If someone doesn't know something and you do there is this new things the kids are doing called telling them . Mind blowing concept I know .
Everyone started from somewhere, low ranked player may be way better as commander than someone at rank 100 or above and even if they weren't they should be allowed the chance to learn and participate same as everyone else before them.
If you find yourself in a team with low levels playing certain key roles, tough, that's just how it is sometimes. You can offer your advice to them or find a server that enforces level requirements as a rule but to bake this into the game itself would be awful.
I'd be on board with that.
Firstly, I don't think it takes 30 hours to get to level 30.
Secondly, I'm not unwilling to admit my solution might not be the best. Regardless, I don't think the overarching issue that newer players can play roles that require experience to do so effectively can be ignored.
Thirdly, playing scrims isn't a viable solution in my opinion. I am a casual player, as are many others, and I don't want to play against ultra-competitive players to have a balanced experience.
Maybe my solution is too harsh. But ignoring the problem entirely is going to cause casual, yet experienced players like myself, of which there are many, to drift away.
This is valid argument. Experience as the sole level of judging competence is flimsy at best. Nevertheless, it's a starting place.
Thanks for pointing out that an imbalance in the exp. between teams would have a huge negative impact. My solution however is to simply balance experience between the teams automatically. Players with friends can have an option to queue together with slightly longer wait times to find an available slot in their chosen server.