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12 Vs 12 My First Impressions


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#1 MaxStr

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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 Khobai

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Posted 11 July 2013 - 04:13 PM

my first impression of 12v12 is that damage is way too high and mechs get obliterated instantly. It leads to both teams playing defensively and taking potshots at eachother because neither team wants to fully commit to moving out of cover. BORING ZZZ.

Edited by Khobai, 11 July 2013 - 04:15 PM.


#3 Damocles

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Posted 11 July 2013 - 04:14 PM

View PostKhobai, on 11 July 2013 - 04:13 PM, said:

my first impression of 12v12 is that it sucks. damage is so high that mechs get obliterated instantly. and it leads to both teams just playing defensively and taking potshots at eachother without either team wanting to fully commit to moving out of cover. BORING ZZZ.

Do you play with a set group?

#4 Khobai

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Posted 11 July 2013 - 04:16 PM

Quote

Do you play with a set group?


No. I pugged it. All my friends quit MWO because its gone downhill.

#5 Damocles

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Posted 11 July 2013 - 04:19 PM

Hm, been pugging it too, but i've ran into some pretty cool uses of mobility tactics on the larger maps and sometimes on maps like river city.

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 MaxStr

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Posted 11 July 2013 - 04:21 PM

Yeah the current meta still strongly favors sniping unfortunately, its just a superior playstyle when paired with high alpha 100% accurate weaponry. SRMs are finally getting buffed though (sorta confirmed-ish) so now a brawler might do more damage than a ppc/gauss mech after surviving long enough to get close to one ;)

#7 Jcolt45

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Posted 11 July 2013 - 04:26 PM

Sounds good. Looking forward to 12 V 12

#8 Bhael Fire

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Posted 11 July 2013 - 06:24 PM

Played a couple matches today in the 4-6 pm bracket with a AC/40 Jag with 6 tons of ammo.


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 ProFan

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Posted 11 July 2013 - 10:19 PM

My first impression was: Wow! So many people! But then I realized that with a 4-man group (which is now maximum size of a premade when playing with PUGs) you can influence the flow of a battle (using different tactics) even much less than before, when playing 8 vs 8. It quickly became dull and uninteresting for me.

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 Hauser

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Posted 12 July 2013 - 03:37 AM

I was playing with a group and I had no problem influencing the flow of battle.

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 Bromineberry

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Posted 12 July 2013 - 03:52 AM

View PostProFan, on 11 July 2013 - 10:19 PM, said:

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 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 Inkarnus

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Posted 12 July 2013 - 04:30 AM

View PostDamocles, on 11 July 2013 - 04:14 PM, said:

Do you play with a set group?

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 Revorn

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Posted 12 July 2013 - 04:39 AM

I solopugged, and had much fun. Battles seems to take a bit longer than usualy and i like this.


Well vs good coordinated 4Man Voip Prems, its hard for Solopugs as always.

#14 MaxStr

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Posted 12 July 2013 - 04:52 AM

Great points everyone! I'm glad to see so many people were able to test it out :)





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