Hi,
I agree with previews comment, balance is off when players that, when there is few players joining, "tank", suffer for this when should be rewarded, "tanking" and "healing", in that that have "healing, hint that is a lot of fun so some sort of combat mechanic or medic could be interesting in this game, reference on planetside game, anyway, players in this game are very casual, not necessary a bad thing, its fun to have games with light requirements, but they get away with just spamming one button, fire, then get loot, issue is when players joining event are only two to four, depending on their awareness and vehicle skill level, taking turns on "tanking" is required, most just ignore, even when asked, to take over for "tank" when gets low on health, without some way to "punish" lack of cooperation play, it promotes selfish playstyle by rewarding it higher chance of loot and score. I am not able to think of a simple solution, however, having a full reset to score on each failed attempt, witch is tricky to do, then consider including damage taken to score, could allow a more cooperative experience. I also like to note that after a good number of "boss" events done, damage on different mechs, weapons and ammo, apparently show a single path for high damage, manul, heavy autocannon with .300 armor-piercing ammo as easy and almost sure way to have highest damage, this makes all other options, including behemoth and artillery that are higher tier, that in theory should be main damage, more or less pointless, this in player versus environment, some balance could also be helpful there,
Thanks.