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6 Man Premades In 12V12?


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Poll: 6 man groups (240 member(s) have cast votes)

Would you be ok with the cap of 4 player groups being lifted to 6 when 12v12 comes out?

  1. Yes (104 votes [43.33%] - View)

    Percentage of vote: 43.33%

  2. No (118 votes [49.17%] - View)

    Percentage of vote: 49.17%

  3. other (please explain in your comment) (18 votes [7.50%] - View)

    Percentage of vote: 7.50%

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#21 jay35

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Posted 09 April 2013 - 10:52 AM

Not in PUG games, only in 12-man premades. two 6-man premades vs a 12-man premade is fine. Not in PUGs though.

#22 Zynk

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Posted 09 April 2013 - 11:01 AM

CW will require 12 man premades to work other wise CW is a wast of time.

Now if we could make 3 lances and pick which lance was added to the 12 made that it would work.

As far as pick-up groups then a 4 made lance is still best idea.

#23 Tekadept

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Posted 09 April 2013 - 03:43 PM

It wont happen. Wooops almost bothered typing an indepth reply..

#24 MrVop

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Posted 09 April 2013 - 03:52 PM

I like the 4 man. Keep the 12s for CW. Right now when my corp drops in a 4 and we aim to win... I don't think we ever lose, we lose when we're just hanging out grinding and not really working together, but when we try we destroy teams... Calling out targets and chaining alpha strikes into one mech is already bro octal as hell in 8v8, if you have 6 alpha strikes on one mech everyone in the game will be to scared to stick their nose out. For CW I hope you can drop a lance for your clan and it will randomly match you up with 2 other lances of the same clan. Leaves room for randomness and prevents cooki cutter 12s

#25 Asakara

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Posted 09 April 2013 - 03:53 PM

I have seen people whine in-game about "OP raven premades" where there are only 2 of us. I wonder what would happen if they allowed 6 of us at once.

#26 Ranek Blackstone

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Posted 09 April 2013 - 03:56 PM

View PostRoadbeer, on 09 April 2013 - 09:53 AM, said:

Add an option for the creation of even numbered groups (2,4,6,8,10,12) and I'll vote on it. :D


Smaller even numbers work best. 4 guys are a lance, so I say keep it as is myself.

#27 Zylo

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Posted 09 April 2013 - 03:58 PM

View PostKingCobra, on 09 April 2013 - 09:39 AM, said:

PGI will not listen to common sense they will persist with there random generated FFA drops and no matter how many times we all tell them the older ladder/planetary type league's used a chat/launcher platform to socialize recruit train and drop in groups of 2v2-12v12.Or even for solo 1v1 games. This was what worked the best for the MechWarrior IP and generated thousands of teams ranging from 20-1000 players per team 30+ 24/7 leagues serviced the millions of MechWarrior's from all over the world. But hey why go with a old proven method when you can build a new ELO MM that has proven to be a failure in the past? This is what we need---------------->>>>>>>>>>>> Posted Image

You mean that system where an average team hosted a game and multiple good teams would all try to join for easy targets while a good team hosting a game could wait a long time until another good team wanted a fair fight?

No thanks, at least not for rated games. I support that system for no-rewards, unrated games such as training and tournament use though but never to replace matchmaker for rated games.

#28 SpikeTank

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Posted 09 April 2013 - 04:05 PM

NO it only would limit the games audience and you guys want it to succeed yes?:D

#29 Zylo

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Posted 09 April 2013 - 04:09 PM

View PostHawkwings, on 09 April 2013 - 09:59 AM, said:

Premades are already too powerful in pugs. I am all for toning down the effect of premades in pugs by keeping the limit at 4 in 12v12s. If you're sad because you can't pubstomp in a 6-man group then tough cookies. If you have 5-7 people online and can't get everyone in the same match, then tough cookies. Switch people in and out or just have people drop solo or in small groups. [REDACTED]

Pre-made groups are only too powerful when they are not matched against another pre-made group of similar size. Weight class balancing is also an issue.

I think the system should return to any size group limits between 2 and 8 (2 to 12 later) with the condition that there is an equal number of groups per team and they are matched against a similar size pre-made group. This is to encourage groups to run as large as possible which will remove sync-drop exploits and due to larger groups will result in more fights between larger pre-made groups so there is no dead 8vs8 or 12vs12 matchmaking system. This also will mean more fights will be pure lone-wolf vs lone-wolf teams.

#30 NoSkillRush

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Posted 09 April 2013 - 04:16 PM

I voted yes. Another great post by Dave!

#31 krash27

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Posted 09 April 2013 - 04:18 PM

View PostRoadbeer, on 09 April 2013 - 10:52 AM, said:


Good limit to protect lone wolfs, but it's quite detrimental to communities who have formed and are forced to have 'odd man outs' while trying to build to the critical mass of the next largest group.

Thought this was a TEAM game.



It is a team game, and by dropping lone wolf you are on a team and you work with them to the best of your abilities. Sounds to me like some organized teams want the limit raised to 6 so they wont have to drop in the 12 man with the competative teams and they can stay in the pub games.
If premades/pugstompers/organized units or what ever you want to call them have their own queue then I imagine you would be able to drop as you want.
Solo droppers should not be the premades farm. As was stated earlier, PRemades should only play against premades, that way their fights would be a challenge almost every game and the people that have inflated their ELO with sync dropping/4 man roflstomping will stand out like a sore thumb when their "elite" skills at pugstomping mean nothing against other organized teams. From what I understand alot of the competative teams steer clear of the 8 man drops due to them being umm competative.
I am not against organized teams, in fact I hope that when the game "launches" my meager skills are enough to net me a position in one. But I still believe that the organized teams need their own queue which possibly allows unaffiliated pilots who wish to take part in the "organized queue" (if you will) as filler if they so desire and no combination of 2, 3, or 4 man grps etc are available to top off said team.
Whether your a pub player or a member of an organized team, everyone has the right to have fun. Roflstomps are not fun :D

Edited by krash27, 09 April 2013 - 04:19 PM.


#32 Ranek Blackstone

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Posted 09 April 2013 - 04:22 PM

Hurp durp. Don't know why I didn't think of this earlier.

You know why 4 is the largest group size we're going to get? My guess is that we don't get to choose to drop 12v12 exclusively. Even with 12v12 coming, the 8v8 maps aren't going to be shelved, so they'll still be in the rotation. The match maker will just grab another 2 4 man groups for when the map is a 12v12 one instead of an 8v8.

#33 krash27

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Posted 09 April 2013 - 04:22 PM

View PostZylo, on 09 April 2013 - 04:09 PM, said:

Pre-made groups are only too powerful when they are not matched against another pre-made group of similar size. Weight class balancing is also an issue.

I think the system should return to any size group limits between 2 and 8 (2 to 12 later) with the condition that there is an equal number of groups per team and they are matched against a similar size pre-made group. This is to encourage groups to run as large as possible which will remove sync-drop exploits and due to larger groups will result in more fights between larger pre-made groups so there is no dead 8vs8 or 12vs12 matchmaking system. This also will mean more fights will be pure lone-wolf vs lone-wolf teams.


I giggled at this a little. Imagine the hardcore min/max competative teams with their 3 or 4 viable builds/chasis in a queue with everyone else.
I do not think you thought this one through to conclusion. The end result would be those hardcore min/max teams slaughtering everyone and the QQing from the organized teams that are not so serious would be paramount I am sure.

#34 Zylo

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Posted 09 April 2013 - 04:29 PM

View Postkrash27, on 09 April 2013 - 04:22 PM, said:



I giggled at this a little. Imagine the hardcore min/max competative teams with their 3 or 4 viable builds/chasis in a queue with everyone else.
I do not think you thought this one through to conclusion. The end result would be those hardcore min/max teams slaughtering everyone and the QQing from the organized teams that are not so serious would be paramount I am sure.

You're new here aren't you? How much did you pay to buy that gold account from it's original owner?

If these players are running min/max builds they will have a far higher Elo rating due to a far higher W/L ratio and should be matched against a team with a similar average Elo rating. Eventually the system will only place min/max teams against each other.

Edited by Zylo, 09 April 2013 - 04:31 PM.


#35 Roadbeer

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Posted 09 April 2013 - 04:36 PM

View Postkrash27, on 09 April 2013 - 04:18 PM, said:

{stuff} :D


You didn't read my original post where I said I would prefer to have groups being able to be formed in increments of 2 (2,4,6,8,10,12) rather than hard coded to "You are a 4 man, a 12 man or a PUG". This is what is becoming detrimental to many communities that already exist. There are more instances where players are either being forced into "odd man out" or being "rotated through" a group, both of which leads to the much maligned 'sync drop'.

I don't care, let the LOne WolfS have their own queue, but stop limiting the amount of people that want to group together because it's unfair to those who want to be anti-social in a TEAM game.

#36 MoonUnitBeta

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Posted 09 April 2013 - 04:58 PM

I hope it's limited to a 4man premade per side. AND NOT 3 premades on one side, and 12 pugs on the other. What a rofl stomp that's ganna be. Even 3 premades vs 1 premade and 8 other pugs is still a failure.

#37 FrostCollar

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Posted 09 April 2013 - 04:59 PM

I want a way for me and four friends to play on the same team in the same 12v12 game. I don't care about the specifics as long as that's possible without having to find more people and jumping into the full premade queue.


View PostMoonUnitBeta, on 09 April 2013 - 04:58 PM, said:

I hope it's limited to a 4man premade per side. AND NOT 3 premades on one side, and 12 pugs on the other. What a rofl stomp that's ganna be. Even 3 premades vs 1 premade and 8 other pugs is still a failure.

MM should probably take into account premades, and if it puts an equal amount on both sides I don't see an issue.

Edited by FrostCollar, 09 April 2013 - 05:00 PM.


#38 Hedonism Robot

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Posted 09 April 2013 - 05:04 PM

4 man fine since it fits the lance size. Already 4 man in 8 seems to really throw off the matchmaker, I think leaving it at 4 would let games play out much closer.

Edited by Hedonism Robot, 09 April 2013 - 05:09 PM.


#39 I am

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Posted 09 April 2013 - 05:06 PM

Voted other. Should be 2 man lance, where you could have 3, BUT ONLY if the lance host has premium.

Basically just stealing from WoT, where teams are 15 vs 15.

This would be acceptable, and amendable to balanced pubbing experiences for all pubbing participants, until team sizes are extended beyond 12 v 12 in public matches. In addition, it would increase the compulsion to "have premium" something that currently alot of players have a hard time justifying, which in turn would increase mc sales, etc.etc. you get the idea.

What about 12 v 12 queue? Well thats the big boy league, so how about no limitations there at all.

Edited by I am, 09 April 2013 - 05:10 PM.


#40 Urdnot Mau

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Posted 09 April 2013 - 05:10 PM

i had this exact same thought today. Sometimes it seems like people are thinking the same thing as i do and posting it before i do.


Anyways... i thought it would change to 6 men because our present group consists in 4 men, wich is half of 8. Incresing the numbers of players per team in 4 men would change the number of players per groups in 2 men. But... this logic is wrong, because we don't have 4 men groups because 4 is half of 8, but because 4 men forms a lance. I'm not following BT universe for a long time, but i think that the definition of lance being 4 men is a tradition, so it won't change. This way, we won't see an increase in the maximum number of players in a lance.

Edited by Urdnot Mau, 09 April 2013 - 05:11 PM.






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