6 Man Premades In 12V12?
#21
Posted 09 April 2013 - 10:52 AM
#22
Posted 09 April 2013 - 11:01 AM
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
Posted 09 April 2013 - 03:43 PM
#24
Posted 09 April 2013 - 03:52 PM
#25
Posted 09 April 2013 - 03:53 PM
#27
Posted 09 April 2013 - 03:58 PM
KingCobra, on 09 April 2013 - 09:39 AM, said:

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
Posted 09 April 2013 - 04:05 PM
#29
Posted 09 April 2013 - 04:09 PM
Hawkwings, on 09 April 2013 - 09:59 AM, 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.
#30
Posted 09 April 2013 - 04:16 PM
#31
Posted 09 April 2013 - 04:18 PM
Roadbeer, 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
Edited by krash27, 09 April 2013 - 04:19 PM.
#32
Posted 09 April 2013 - 04:22 PM
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
Posted 09 April 2013 - 04:22 PM
Zylo, on 09 April 2013 - 04:09 PM, said:
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
Posted 09 April 2013 - 04:29 PM
krash27, 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
Posted 09 April 2013 - 04:36 PM
krash27, on 09 April 2013 - 04:18 PM, said:
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
Posted 09 April 2013 - 04:58 PM
#37
Posted 09 April 2013 - 04:59 PM
MoonUnitBeta, on 09 April 2013 - 04:58 PM, said:
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
Posted 09 April 2013 - 05:04 PM
Edited by Hedonism Robot, 09 April 2013 - 05:09 PM.
#39
Posted 09 April 2013 - 05:06 PM
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
Posted 09 April 2013 - 05:10 PM
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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