>>412503490
skill issue. it is certainly a high TTK game though, which throws a lot of new players off, coming from low TTK pavlov or contractors or almost any other multiplayer VR game. It's best played like a moba, where most of the time positioning your team and harassing from afar until you can commit to a big fight and blow all your cooldowns. Once you get good you can recognize when an enemy is out of position and out of cooldowns and go for a gank, or bait an enemy back to your team, but until then you're best sticking with the pack and focusing your fire. Otherwise you will suffer deaths that feel 'unfair' and 'total RNG'. There's additional tactical depth on using your shielding effectively like in webm related, but it's secondary to team strategy. like a moba.

That being said, vox still has gameplay holes that you can really only work around with gentleman's agreements not to cheese. The small mechs (drill and hopper) can easily run away forever from the big mechs once you're winning in team deathmatch, and the objective-based gamemodes that would otherwise balance big mechs are all unplayably flawed in other ways. I wish they'd add a proper attack/defense mode, or static control points. or at least a way to enforce no duplicate mechs on each team.