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Is 12 Vs 12 Going To Make It Even Worse For Lights And Mediums?


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#1 Felio

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Posted 15 July 2013 - 12:14 PM

It seems to me that for mechs that need to stay out of sight, bumping up the number of enemy crosshairs by 50% is going to make that more difficult.

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 Alex Warden

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Posted 15 July 2013 - 12:40 PM

in one thing i agree here... 12vs12 is too much for the very small maps like river city. as for the lightmech gameplay itself,we´ll see about that

#3 Belorion

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Posted 15 July 2013 - 12:41 PM

I was running cents/hunchbacks when I ran 12 v 12. I consistently landed in the top three or four for damage.

#4 irony1999

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Posted 15 July 2013 - 12:50 PM

Thing about Med's is that they can fly under the radar - whose going to take the time to target a hunch when there is an Atlas, or some other beast of a mech bearing down on you? So I see well piloted med mechs doing a lot better in 12v12.

#5 Felio

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Posted 15 July 2013 - 01:12 PM

View Postirony1999, on 15 July 2013 - 12:50 PM, said:

Thing about Med's is that they can fly under the radar - whose going to take the time to target a hunch when there is an Atlas, or some other beast of a mech bearing down on you? So I see well piloted med mechs doing a lot better in 12v12.


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 Lord Ikka

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Posted 15 July 2013 - 01:53 PM

Good wingman pairs/lances of Lights and Mediums will be better able to utilize mobility to scout, harass boats, and capture without having your team possibly losing half your Mechs, only risking a third.

#7 Trynn

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Posted 15 July 2013 - 02:01 PM

12 v12 is still evolving, a well run Medium (or light) will be able to make its presence felt....it just has to be patient, Personally I tend to get to agressive and end up putting myself in a crossfire from hell that drops me....slow down and let the bigboys start their stuff and then hit them hard and move


if anyting, this may breing back the meds to better viablility like the good old days

#8 Xeno Phalcon

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Posted 15 July 2013 - 02:06 PM

I get by with fancy footwork and taking advantage of the chaos, yeah there are 50% more of the enemy team that might be shooting at me, but there are still a full eight more warm bodies (mechs?) on the field and thats alot of chaos yum yum.

#9 Ronan

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Posted 18 July 2013 - 07:34 AM

Yes, there are 50% more of "THEM" shooting in your general direction, but there is also 50% more of "US" shooting back. Think "US" more, and you'll do fine.

#10 Rotaugen

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Posted 19 July 2013 - 06:33 AM

Bring back weight class matching, and mediums will be back in numbers. I still run mine and do ok, since people seem to ignore me at their peril, but I hate knowing that I may have given the other side an extra 50 tons.

#11 The Wolfpack75

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Posted 22 July 2013 - 07:46 PM

Yes and no,

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 Kageru Ikazuchi

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Posted 22 July 2013 - 07:54 PM

I don't think PGI wants Community Warfare to be "assault warrior online" ... how they balance that has yet to be seen ... tonnage limits, for example, would help a great deal.

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.

#13 627

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Posted 22 July 2013 - 11:21 PM

12vs12 definitely has less fault tolerance - if you're cought in the open in an 8vs.8, you can make it to cover heavily damaged, but alive.

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 CeeKay Boques

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Posted 22 July 2013 - 11:24 PM

I think it does the opposite. So many big mechs that little squads of lights can really wreak havoc before some calls them as primary.

#15 Kanatta Jing

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Posted 22 July 2013 - 11:25 PM

The name of the game in 12 vs 12 is flank and flank fast.

This makes lights and medium important.

#16 Revorn

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Posted 22 July 2013 - 11:30 PM

Good coordinated Focus Fire could be a real Problem for 12 vs 12. 2 Assaultlances could bring down any Rigdecrosser or Edgelurker realy fast.

#17 Theodor Kling

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Posted 22 July 2013 - 11:59 PM

I agree with those believing that lights ( and to some extend mediums) will have it easier. Already I can do alot of dmg when I have the patience for the big guys to start slugging and then hit distracted targets. Most get it to shoot that SRM spamming little ****** sooner or later, but some rather late, because an assault looks so much more intimitating and dangerous. Never mind the triple SRM6 in your back ;)
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 :)

View PostRevorn, on 22 July 2013 - 11:30 PM, said:

Good coordinated Focus Fire could be a real Problem for 12 vs 12. 2 Assaultlances could bring down any Rigdecrosser or Edgelurker realy fast.

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 Revorn

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Posted 23 July 2013 - 12:56 AM

View PostTheodor Kling, on 22 July 2013 - 11:59 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 :)


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 Bhael Fire

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Posted 23 July 2013 - 07:26 AM

I've been playing the 12 vs 12 tests; it's brutal and is going to change how people play, that's for sure. Especially on the smaller, older maps.

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 Damocles69

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Posted 23 July 2013 - 07:29 AM

Short answer. Yes





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