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A Wookiee can fill most of its Fury bar by killing the world's most inexperienced soldier via ambush.
The same Wookiee can then use that Fury bar to unavoidably massacre several honestly good players, if they aren't playing Mando or Sith and can't get away.
The optimal counterplay then becomes: take turns TKing your newbie ally before the Wookiee can get him.
That's bad.
It's an exaggerated example, but my main point is just that Fury punishes you disproportionately for your teammate's mistakes. Certainly, MB2 is a team game where bad coordination is punished. But if your teammates aren't coordinating well with you, you still have a chance to defend yourself. And if your newbie teammate chucks a grenade at a force user, they'll probably get caught in the blast too and realize what they did wrong.
But Fury punishes you because a random, distant teammate got killed somewhere far away from you, and it punishes you brutally, a long time after the fact. It's gross. Rather than being obligated to just try to coordinate well, you become obligated to actively protect your worst players from ambushes.
That being said, Fury seems basically valid in a competitive context where everybody on both teams is skillful and coordinated. Maybe it would be better off as an optional server setting? That way, it could be disabled in heavily mixed-skill pubs.
The same Wookiee can then use that Fury bar to unavoidably massacre several honestly good players, if they aren't playing Mando or Sith and can't get away.
The optimal counterplay then becomes: take turns TKing your newbie ally before the Wookiee can get him.
That's bad.
It's an exaggerated example, but my main point is just that Fury punishes you disproportionately for your teammate's mistakes. Certainly, MB2 is a team game where bad coordination is punished. But if your teammates aren't coordinating well with you, you still have a chance to defend yourself. And if your newbie teammate chucks a grenade at a force user, they'll probably get caught in the blast too and realize what they did wrong.
But Fury punishes you because a random, distant teammate got killed somewhere far away from you, and it punishes you brutally, a long time after the fact. It's gross. Rather than being obligated to just try to coordinate well, you become obligated to actively protect your worst players from ambushes.
That being said, Fury seems basically valid in a competitive context where everybody on both teams is skillful and coordinated. Maybe it would be better off as an optional server setting? That way, it could be disabled in heavily mixed-skill pubs.
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