You`ll find very few good Valor players playing the vehicle maps. Most Valor play Sabotage ,with a good Obj C to defend and Ravens C easy to take,plus they get the Contract XP bonus there.. Their Acquisition map is hard to defend and Ravens map is hard to take. Thus most Ravens play that mode. SVER plays mostly Domination because of similar reasons.
Zipper promised map fixes with the next patch so maybe the players will mix up better finally.
So for an easier start you should play more Sabotage. If you think it`s hard you have no idea what a new Raven player has to go through...
By the way I just checked the new (beta)leaderboards at mag.com and found my name by chance ( there is no search function yet) #419 in Europe ,#3374 worldwide
It was quite fun the first couple of hours when my friend was in the room with me, calling advice, helping me spot people, etc. Coop is more fun with real people in the room. Playing online, I had one fun moment with an MG on a bipod, hid in a hut gunning down the enemy. It's basically a lucky break I picked the bipod, because there's no chance to try out stuff. Otherwise, the game has been kinda crap, extremely annoying, and I'm gonna sell it. Just as I've abandoned JRPGs for all their design flaws, I'm giving up on trying shooters. Devs can only write games for hardcore gamers it seems, and those of us just wanting fun are being ignored.
One of the few people with a headset was giving instructions like "get the APC to cover such-and-such." I didn't know where the APC was, and when I stumbled upon one, didn't know where such-and-such was. Even if I did, I didn't know the route to get there. Eventually he grumbled there's no teamwork, which is true. Most players don't know what's going on, aren't playing roles, and thus the game design is flawed at the level of providing a game that players can actually play.
That's my usual game. I've only tried Acquisition or whatever the vehicle one is twice. It doesn't change the fact there's no leadership or teamwork beyond medics fixing people. And most importantly, I shouldn't be receiving advice on how to play and find fun in this game! It should be self-evident. What incentive is there for me persevere and learn the ropes etc.? It's not worth my time and money. I want games that are fun to play from the moment I put them in, so that I can make use of my recreation time. I dare say that's true of a lot of older gamers, whereas developers seem to still be thinking of a teenage market that'll game 5 hours a day and designing around a week's training before they get anywhere. The market has moved on, but the thought processes of developers are backward.Shifty, like what minimoke mentioned, you can try Sabotage first.
That's my usual game. I've only tried Acquisition or whatever the vehicle one is twice. It doesn't change the fact there's no leadership or teamwork beyond medics fixing people. And most importantly, I shouldn't be receiving advice on how to play and find fun in this game! It should be self-evident. What incentive is there for me persevere and learn the ropes etc.? It's not worth my time and money. I want games that are fun to play from the moment I put them in, so that I can make use of my recreation time. I dare say that's true of a lot of older gamers, whereas developers seem to still be thinking of a teenage market that'll game 5 hours a day and designing around a week's training before they get anywhere. The market has moved on, but the thought processes of developers are backward.
It's particularly bad design, in my opinion, when a game doesn't factor in the possibility of new users coming into the game long after its initial release.
I agree with this and Shiftys perfect matchmaking system could do this for us. Ie group together people with similar ranks/lvls in different games. And for Dom and Acq on MAG it should be easy enough to setup a noob platoon attacking vs a noob platoon defending if there is not enough people playing to have seperate noob/leet games.