I remember a time when video gamers liked challenges... Like fighting Mike Tyson on the original nintendo. If your beating a teams **bleep**, don't you want a challenge? Plus, anything outta the box can be countered most of the time. If you flip the coin, when you're that one experienced player on the team of all the noobs (and you're getting stomped), I'm sure it only seems fair to get the welfare. Mastering how to play within the limitations of any game is what is fun. Plus Everyone has bad matches and upsets, and there would still be bad/upset matches with or w/o welfare system. So learn to play in it. The only thing that presents real problems are the mechanics and glitchiness of the game. (ie multi use triangle button, spawns, etc..)
There shouldn't be a welfare system in the first place. If you are doing bad you deserve to lose. The is no counter argument to this.
If your philosophy is that you want to try and retain lower skilled players, instead of having them **bleep**hammered into quitting.
Have a little more perspective.
a few days ago I was the last one in supply raid and the opponents had 10 respawns left, I went to only 2 supply boxes and I got so many supplies that I had 5 bombs (I placed 2 of them as traps before opening the second supply box) and 3 molotovs, also I got so many parts so I could buy armor and 90 flamethrower ammo, thanks to this I could take down 7 of them before I died, but it's not fair for them, I just boobytrapped a chamber with bombs and sat in the corner with the flamethrower or molotovs, while I do think it's ok to give the losing team an advantage, this is to much...
Lol, I didn't even know it existed. Was wondering though, how someone could last all alone with 4 guys attacking him simultaneously, or why I suddenly find Molotovs everywhere (not that I could handle them well).
I agree that it is unfair for a good team, but even then you can win, if you don't let them even touch the boxes
I'd get rid of the welfare system and fix match making since it's so broken. Get more evenly balanced matches where people don't need the game to give them handouts just to compete. I'd much rather face off against teams that can put up a fight and have no welfare system then rolling horrible teams and having my only deaths come from molotovs that the game probably gave to them right out of the box.
Making the welfare system come into effect only later in the game, say at 10 spawns left for a team depending on the gap, or at the 8 spawn mark as it already has a notification for that signifying importance, make that an actual factor for the welfare of the losing team at the time. If they're losing badly then help them out more, providing a challenge then but only giving handouts to make it so, not giving rewards for being intentionally bad only briefly and allowing them to win because of it.
This way the good players can actually make note that the enemy team is getting towards 8 spawns left and will know that they're going to be getting more equipment etc and can then change their tactics accordingly. But obviously the key is that only the good players will do this well. Because that's what matters, if a good team/player is losing and get to the 8 spawns or whatever then they can make those benefits count and stand a chance at winning, whilst it will be more difficult to secure a win with the bonuses for a comparatively poor player/team just using the handouts and not playing well.
I like it how it is. I like how if you are are losing you get more from the boxes. You still have to hunt it and craft it. But engaging the enemy carefully is still up to you which is why it is balanced to me.