12 Vs 12 My First Impressions
#1
Posted 11 July 2013 - 03:04 PM
A short video of a test server match and my thoughts on the changes 12 vs 12 will cause when it comes out in the future. I'm interested in hearing people's thoughts on the benefits and cons of 12 vs 12.
#2
Posted 11 July 2013 - 04:13 PM
Edited by Khobai, 11 July 2013 - 04:15 PM.
#3
Posted 11 July 2013 - 04:14 PM
Khobai, on 11 July 2013 - 04:13 PM, said:
Do you play with a set group?
#4
Posted 11 July 2013 - 04:16 PM
Quote
No. I pugged it. All my friends quit MWO because its gone downhill.
#5
Posted 11 July 2013 - 04:19 PM
The times where people haven't learned to adapt yet and just want to hill hump their favorite spot is when things go very wrong. (and yes boring)
#6
Posted 11 July 2013 - 04:21 PM
#7
Posted 11 July 2013 - 04:26 PM
#8
Posted 11 July 2013 - 06:24 PM
While it was tight and I had to conserve ammo more than usual, I survived most of the matches with ammo to spare.
Also, HOLY CRAP... 12 vs.12 is brutal. Can't wait for it to go live.
P.S> Also, played in a PUG.
#9
Posted 11 July 2013 - 10:19 PM
I hope they will increase maximum group size for PUG drops. IMHO 8 should be fine. There would be a place for PUGs on the battlefield (no PUG stomping with 12-man premades). At the same time battles would be much better controlled (organized), and PUGs would know whom to stick with in a battle (generally I would suggest with mechs of their size/type from the premade group).
I also think that on public VoIP servers (TeamSpeak and others) 8-man groups for PUG drops would be formed almost as easily, as now 4-man groups are. MWO is a team game after all.
Edited by ProFan, 11 July 2013 - 10:21 PM.
#10
Posted 12 July 2013 - 03:37 AM
Right now players have a tendency to stick together. This is great when playing with eight but when playing with twelve they can't bring all their fire-power to bear in a small area. Because of this the command icons are becoming really useful now. It gives people a motivation to spread out.
I had a drop on Tourmaline where I could set up Alpha, Bravo and Charlie lances in E4, E5 and E6 and hold all three chock points. The red team clumped up and tried to push into E6. They weren't making much progress because they could only put one or two mechs in the chock point and they were constantly harassed from the side by Bravo lance.
This allowed Alpha lance to right push around them and get on their rear. They managed to get the drop on 3 mechs before being noticed. At this point the majority of the red team over reacted and turned around to fight them. They were in a bad position so they wouldn't last long but it allowed Bravo and Charlie lance to push through the choke points and over run the few mechs that were left behind. From that point on the red team was in disarray it was a cake walk.
Edited by Hauser, 12 July 2013 - 03:58 AM.
#11
Posted 12 July 2013 - 03:52 AM
ProFan, on 11 July 2013 - 10:19 PM, said:
I hope not. 12pugs vs. 8man premade would be even more "fun" than 8pugs vs. 4man premade now.
If BOTH sides were guaranteed to get the same "amount of premades", than 8man premades could work...maybe.
#12
Posted 12 July 2013 - 04:30 AM
Damocles, on 11 July 2013 - 04:14 PM, said:
I played in a Competitive Group and its not funny its still GOBIGORGOHOMEPPCEDITION™
you could have thought ppl want to test new stuff no they just put in
4 more PPC stalker boring shizzle
Edited by Inkarnus, 12 July 2013 - 04:30 AM.
#13
Posted 12 July 2013 - 04:39 AM
Well vs good coordinated 4Man Voip Prems, its hard for Solopugs as always.
#14
Posted 12 July 2013 - 04:52 AM
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