Is 12 Vs 12 Going To Make It Even Worse For Lights And Mediums?
#1
Posted 15 July 2013 - 12:14 PM
And for everyone, it means more people available to focus fire you.
Maybe 12 vs 12 will lighten the load of the game servers, but I think it may have unintended consequences on gameplay. Especially on smaller maps like Canyon Network or River City.
#2
Posted 15 July 2013 - 12:40 PM
#3
Posted 15 July 2013 - 12:41 PM
#4
Posted 15 July 2013 - 12:50 PM
#5
Posted 15 July 2013 - 01:12 PM
irony1999, on 15 July 2013 - 12:50 PM, said:
On the other hand, who's going to pass up a quick kill?
You could either face the atlas first and get hammered by both it and the hunchie, or you could face the hunchie first and maybe kill it before the atlas kills you. What do you think is going to be better for you and for your team?
#6
Posted 15 July 2013 - 01:53 PM
#7
Posted 15 July 2013 - 02:01 PM
if anyting, this may breing back the meds to better viablility like the good old days
#8
Posted 15 July 2013 - 02:06 PM
#9
Posted 18 July 2013 - 07:34 AM
#10
Posted 19 July 2013 - 06:33 AM
#11
Posted 22 July 2013 - 07:46 PM
I feel that 12 vs 12 will be even worse for PUG groups on small maps. 12 mechs on Canyon or Forest is a confusing mass even in a communicative group. Playing it with PUGs is a nightmare concept. Friendly fire is terrible as it is with 8 man groups, adding 4 more to a team that spawns in a small area doesn't make me eager to see it.
#12
Posted 22 July 2013 - 07:54 PM
It appears that their vision of 12v12 is three mixed lances, each operating more or less independently.
I think it's more likely that (once tonnage limits are a thing), it will be a heavy/assault lance for long-range fire (LRMs and snipers), a medium/heavy lance for striking, flanking, and defending the long-range lance (brawlers), and a light/medium lance for scouting, swarming the slow or crippled, defending the heavys, etc.
But, there are guys who are much more creative than the Devs or I out there who will find innovative tactics and strategies that surprise all of us.
#13
Posted 22 July 2013 - 11:21 PM
Do that in 12vs12 and you can spectate. I saw way more focus fire and with that the killing is faster if you don't pay attention. But everyone does it seems, all players were very cautious with their approach, there were nice tactical fights last time.
And in no way is any map to small, even river city has plenty of room for 24 mechs.
#14
Posted 22 July 2013 - 11:24 PM
#15
Posted 22 July 2013 - 11:25 PM
This makes lights and medium important.
#16
Posted 22 July 2013 - 11:30 PM
#17
Posted 22 July 2013 - 11:59 PM
With more mechsaround, even things get even more intense, so a seemingly unimportant harrasser can might get ignored more easily. And imagine dropping with 6 lights by chance.. the pack hunting will be quite a sight to behold
Revorn, on 22 July 2013 - 11:30 PM, said:
True, but that works just as well with 8. A lance of high alpha assaults is already capable of destroying anything coming over a ridge they park behind with ease. A team of 2 is enough for a light, with good aim a single one will do. Coming alone over a ridge with enemies just waiting for that to happen is unhealthy no matter the number of players
Edited by Theodor Kling, 23 July 2013 - 12:44 AM.
#18
Posted 23 July 2013 - 12:56 AM
Theodor Kling, on 22 July 2013 - 11:59 PM, said:
I agree, but i realy guess, that in 12 mans, this would be a bit tougher as it is atm. Well, we will see.
#19
Posted 23 July 2013 - 07:26 AM
I suspect it will also initiate a new series of weapon balancing acts on PGI's part once it goes public, since all of their balancing has been based on internal tests and through a handful of the most dedicated players on the test server. Not even sure how much of the balancing has even taken into account 12 vs 12...seems like it's mostly based on 8 vs 8.
#20
Posted 23 July 2013 - 07:29 AM
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