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4 Player Premades Are Exploiters


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#121 Chavette

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Posted 23 May 2013 - 12:47 PM

View PostChemie, on 23 May 2013 - 12:37 PM, said:

Queue #1 - single pug only
Queue #2 - premades

done.

The 8-man que is empty. There are a lot of exploits on the 4-mans. I saw one guy post he purposely teams with 3 new accounts so he can get 6 kills against low ELOs. Dumb.

This is a team game, let us team up.

Assuming it was true, what would he do to the 6 kills? Show it to his mommy?

#122 Roland

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Posted 23 May 2013 - 12:52 PM

View PostWreknar Temper, on 23 May 2013 - 12:06 PM, said:


Because further fragmentation of the community is bad? These very same arguments have essentially killed cooperative play beyond 4mans (try sitting in 8man queue for 30 minutes and not getting a match, then tell me that's ok...), because that's all people who group up are left with. Forcing more fragmentation is only going to kill off the demographic that is punished more.

Not at all.
My suggestion involves REMOVING the 8 man queue, so if you have 8 men, you'd suddenly be able to play against a HUGE number of people.

#123 IceSerpent

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Posted 23 May 2013 - 12:57 PM

View PostIamSalvation, on 23 May 2013 - 12:16 PM, said:


And WHY did it kill 8 Man? Because all the Clans play only 4 Mans cause they can stomp and Grind CBills there? Maybe? It was like that in the Clan i was in when it changed to 4 Man only in PUGs... noone wanted to play 8 Man, everyone went for 4 Man stomping.. and moaned about Winrates dropping below 90%...


No, not really - folks in established units have no need for c-bills any more, at least most of them don't. And I think we both know that stomping puggies is about as entertaining as shooting mechs on testing grounds. The issue is that it's almost impossible to maintain 8-man group for long, especially for a smaller unit. As soon as one person has to leave, you can't drop any more, have to split the group and go back to the solo queue. Keeping extra players "on the bench" doesn't work either, because they get bored and leave.

#124 Chemie

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Posted 23 May 2013 - 12:57 PM

View PostChavette, on 23 May 2013 - 12:47 PM, said:

Assuming it was true, what would he do to the 6 kills? Show it to his mommy?


Who knows? Seems stupid to me...but I guess it is like a school yard bully who thinks he is tough cuz he stops the little kids?

#125 w0rm

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Posted 23 May 2013 - 12:58 PM

View PostChavette, on 23 May 2013 - 12:47 PM, said:

Assuming it was true, what would he do to the 6 kills? Show it to his mommy?


No his friends of course... oh wait.

#126 Ghogiel

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Posted 23 May 2013 - 01:10 PM

View PostIamSalvation, on 23 May 2013 - 11:58 AM, said:


and i dont like this battles too.. they are boring

Cool story bro.

#127 Tombstoner

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Posted 23 May 2013 - 01:16 PM

its not an exploit... does it give them an advantage... hell yea. but the number of solutions for it are limited and the ones that are in place are actually working well. it cant stop a 4 man from making new accounts and going in with reset elo scores... that is exploiting the system just to grief people who are trying to learn the game. again untill they track IP addresses and some are dynamic its not going to go away. just going to have to live with the realization that some matches like real combat are going to be unfair...

#128 Bilbo

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Posted 23 May 2013 - 01:25 PM

View PostIceSerpent, on 23 May 2013 - 12:57 PM, said:


No, not really - folks in established units have no need for c-bills any more, at least most of them don't. And I think we both know that stomping puggies is about as entertaining as shooting mechs on testing grounds. The issue is that it's almost impossible to maintain 8-man group for long, especially for a smaller unit. As soon as one person has to leave, you can't drop any more, have to split the group and go back to the solo queue. Keeping extra players "on the bench" doesn't work either, because they get bored and leave.


This. Outside of scheduled events ( training, scrims, etc.), keeping an 8-man group together for any significant length of time can be maddening. This guy has to take a phone call, so we twiddle our thumbs. This guy needs to adjust his loadout, so we twiddle our thumbs. This guy is in a staredown with his wife, so we wait for someone else to fill in the group while we twiddle our thumbs.

Before they mandated either 8-man or 4 or less, I could play all evening having set up a group once. The group would swell or shrink as was needed. Get on TS start a group with whoever is there and add or subtract as needed. Painless, no waiting, and no hunting down that last guy you need to fill the group. Now, like I said, maddening.

#129 Jestun

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Posted 23 May 2013 - 01:26 PM

I heard some players exploit by having a higher DPI mouse than I do!

#130 Kibble

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Posted 23 May 2013 - 01:29 PM

Ask the devs 38:

Metafox: Do you have any future plans to accommodate groups of 5+ players who want to play together but are unable to fill a full 12-man?
A: Yes. We’re getting close to feeling confident in the matchmaker, which is the sole reason for not allowing it currently.
http://mwomercs.com/...vs-38-answered/

Bring forth the qq from the lonewolf cannon fodder and the cheers from the team players.

Edited by Kibble, 23 May 2013 - 01:29 PM.


#131 DemonRaziel

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Posted 23 May 2013 - 01:54 PM

While I am almost certain that the whole purpose of this thread is trolling and I feel pretty much everything has been said and done, I got an urge to add to it.

First of all, it is true that in most cases, coordinated 4man groups with voice have a significant advantage over random PUGs. On the other hand, it is absolutely untrue that such groups only run the most cheesy builds and delight in ruining other players' day.

For the most part, we are mostly playing as a group, because, you know, we want to play in a group and have some sensible socializing going in a mass multiplayer game. Let's not consider this game a second job, just logging in and dropping game after game, barely saying anything and grinding till we drop dead...

You like the game, then take it to the next level - join a unit, or a Comstar TS server or something similar and start grouping up with people. You don't like people and want to drop strictly solo? Fine by me, but then you really shouldn't diss other players for not doing the same. You are the one who's taking a disadvantage on himself by his own choice.

Uniting all groups together w/o solo players to fill the spots would accomplish nothing, it would only bring more imbalance to the game - you either wait too long for a game, have uneven numbers of players on both sides or drop with ELOs all over the place, if you have no solo players to fill in the spots.

If you were trying to get some friends to join, this was the perfect opportunity to form up a group with them. Or at least tell them that they will probably be better off teaming up with someone...

#132 Wreknar Temper

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Posted 23 May 2013 - 02:10 PM

Good to know that I don't have to defend my argument when it is shared by such fine and articulate folks like IceSerpent and Bilbo. Too bad our deductions and logic appears to be falling on the deaf ears of those hollaring the loudest.

Thanks guys. :(

#133 Soy

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Posted 23 May 2013 - 02:11 PM

Can't be asked to read such a dumb ******* thread when the OP doesn't even understand what the word exploit means.

#134 NinetyProof

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Posted 23 May 2013 - 02:13 PM

OP doesn't really know what he is talking about ... why? cause he doesn't have the numbers and is painting with a single broad brush.

There is a huge difference between say a 8 man competitive team breaking into 2 @ 4 mans and hitting up puggies ... vs the random 4 man you make in a public TS server room.

Some of those 4 mans are almost no better then just 4 puggies cause a lot of them don't have a *leader* that directs the Lance, nor do they bring complementary mechs.

Voice Coms for 4 random puggies, the play like puggies, that just happen to have voice coms is not a huge advantage in any way, shape, or form.

Of course when you hit a 4 man of high calbre, of players that are used to playing with each other, and are on voice coms, your going to have a tough time ... but ELO should keep them fairly far away from you, generally speaking.

So ... stop painting with such a broad brush ... not all 4 mans ROCK DA HOUSE ... and even the high calbre ones get rolled once in a while. That's right ... high calibre 4 mans getting rolled? what's that about?

It's about realizing there is always somebody better then you on the battle field .. stop QQing and start trying to be that person.

#135 D1G17AL

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Posted 23 May 2013 - 02:16 PM

Sage. Seriously, close this thread. It's dumb.

SAGESAGESAGESAGESAGESAGESAGESAGESAGE

#136 PropagandaWar

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Posted 23 May 2013 - 02:23 PM

View PostNinetyProof, on 23 May 2013 - 02:13 PM, said:

OP doesn't really know what he is talking about ... why? cause he doesn't have the numbers and is painting with a single broad brush.

There is a huge difference between say a 8 man competitive team breaking into 2 @ 4 mans and hitting up puggies ... vs the random 4 man you make in a public TS server room.

Some of those 4 mans are almost no better then just 4 puggies cause a lot of them don't have a *leader* that directs the Lance, nor do they bring complementary mechs.

Voice Coms for 4 random puggies, the play like puggies, that just happen to have voice coms is not a huge advantage in any way, shape, or form.

Of course when you hit a 4 man of high calbre, of players that are used to playing with each other, and are on voice coms, your going to have a tough time ... but ELO should keep them fairly far away from you, generally speaking.

So ... stop painting with such a broad brush ... not all 4 mans ROCK DA HOUSE ... and even the high calbre ones get rolled once in a while. That's right ... high calibre 4 mans getting rolled? what's that about?

It's about realizing there is always somebody better then you on the battle field .. stop QQing and start trying to be that person.

This is very true. I have a certain group of people that I play with constantly and we do quite well when we are not screwing around. Even when it is only two of us in medium mechs none the less. Now other guys in our house not so much its like puggin with comms. We BS shoot and kill stuff but die just as often.

I also want to point out one more time to OP: Per Dev's there are more groups than Solo players. whether its 2 or its 8. Believe it or not when your getting your butt handed to you there is a great chance a premade is on your team.

Edited by PropagandaWar, 23 May 2013 - 02:43 PM.


#137 Fabe

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Posted 23 May 2013 - 02:48 PM

Only one of my friends currently plays MWO ,are we only partly exploiting when we form a two man group?

Edited by Fabe, 23 May 2013 - 02:49 PM.


#138 Jonathan Paine

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Posted 23 May 2013 - 02:55 PM

Tempted to dismiss the entire thread after OP posted a 57% win/loss rate. He is winning too much, and must be nerfed!

Seriously, the current problem is not 4 man vs pugs or even sync drops. It is a craptastic matchmaker the epically fails to put to teams of similar tonnage and skill in the game. Its only redeeming feature is erring as much to either side, which means we get a roughly 50/50 rate. For me, 8 out of 10 matches are really bad: mostly a roll one way or the other. Then I get a couple of those magical matches where both sides are well matched (and not a trial mech to be seen!). Battle goes down to the wire, resource gathering is close. Magnificent!

#139 Yiazmat

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Posted 23 May 2013 - 03:27 PM

@this thread:

Hahahahahahahahahahahahahahahahahahahahhahahahahahahahahahahahah hahahahahahahahahahahahahahahahahahhahahahahahahahahahahahahahah.....

#140 Ghogiel

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Posted 23 May 2013 - 03:36 PM

View PostFabe, on 23 May 2013 - 02:48 PM, said:

Only one of my friends currently plays MWO ,are we only partly exploiting when we form a two man group?

Is partially eating a baby not as naughty as eating a whole one?





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