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Balance Is Never Going To Happen...


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#1 Funkadelic Mayhem

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Posted 23 July 2013 - 03:54 PM

While they ignore there needs to be solo and team ques!

Of course the PPC AC20 gauss and LRM are deadly when you have a team of 4+ possibly two 4 man teams VS 8 pugs calling out targets on comms and hitting 8 other mech one at a time.

And before you get into "its a team game".... YOU DONT HAVE TO HAVE VOICE COMMS TO WORK AS A TEAM!

voice comms and ques are the only balance issue the devs should have addressed in the last few months!

#2 AntiCitizenJuan

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Posted 23 July 2013 - 03:56 PM

inb4 some {Richard Cameron} who says comms are available through 3rd party channels. That doesn't ******* count.

#3 Warge

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Posted 23 July 2013 - 03:58 PM

View PostFunkadelic Mayhem, on 23 July 2013 - 03:54 PM, said:

are the only balance issue the devs should have addressed in the last few months!

Do you know how many demands about "only balance issue" present here, on forum? For different features and balance issues. As result problems solved in typical "works as intened" way. Careful with your wishes. :ph34r:

Edited by Warge, 23 July 2013 - 04:13 PM.


#4 Psikez

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Posted 23 July 2013 - 04:38 PM

Can someone translate this thread for me?

#5 Joseph Mallan

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Posted 23 July 2013 - 04:40 PM

Nerf Weapons PUG only server.

#6 jeffsw6

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Posted 23 July 2013 - 04:42 PM

YM queue.

#7 Psikez

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Posted 23 July 2013 - 04:42 PM

View PostJoseph Mallan, on 23 July 2013 - 04:40 PM, said:

Nerf Weapons PUG only server.


Thanks.

To OP

No.

#8 Joseph Mallan

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Posted 23 July 2013 - 04:44 PM

Yeah... I know.

#9 Homeless Bill

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Posted 23 July 2013 - 04:48 PM

View PostPsikez, on 23 July 2013 - 04:38 PM, said:

Can someone translate this thread for me?

Hello ladies and gentlemen, and thank you in advance for your time and consideration.

Why must PGI ignore the need for separate solo and team queues?

Of course PPC, AC/20, Gauss, and LRMs are deadly when you have a coordinated 4-man calling out targets and focusing fire (possibly even two 4-mans doing a sync-drop) against 8 PUGs that frankly have no idea what the hell is going on.

Before someone says, "Duh. It's a team game," I'd just like to point out that teamwork doesn't require voice communication [ummmm.....].

Integrated voice chat and separate queues are by far the most important issues the developers need to address.

#10 subgenius

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Posted 23 July 2013 - 04:49 PM

This is probably my biggest issue with the game now as well. My limited gaming time budget mixed with a schedule that doesn't fit with most of my comrades (wrong hemisphere) makes it annoying to use 3rd party voice tools. At the same time, it's frustrating to run up against a well organized team.

We'll just have to see what options are included in CW when it launches. Hopefully there is something for everybody (teams and pugs), but what I would LOVE is a built in voice chat system that automatically connects you with everybody in the drop team. Wow would that make my day...

#11 Psikez

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Posted 23 July 2013 - 04:56 PM

I'm of a mind an actual integrated voice chat would fix most of the issues. I spend most of my time pugging as I'm on add at odd hours. I would hate to see groups seperated into seperate queues. Fighting 4-mans helps keep me sharp and I learn a lot about what I'm doing even on a loss.

I look at the challenge as something to embrace but thats me

#12 Joseph Mallan

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Posted 23 July 2013 - 04:58 PM

View PostHomeless Bill, on 23 July 2013 - 04:48 PM, said:

Hello ladies and gentlemen, and thank you in advance for your time and consideration.

Why must PGI ignore the need for separate solo and team queues?

Of course PPC, AC/20, Gauss, and LRMs are deadly when you have a coordinated 4-man calling out targets and focusing fire (possibly even two 4-mans doing a sync-drop) against 8 PUGs that frankly have no idea what the hell is going on.

Before someone says, "Duh. It's a team game," I'd just like to point out that teamwork doesn't require voice communication [ummmm.....].

Integrated voice chat and separate queues are by far the most important issues the developers need to address.

The Snark is strong in this one! :ph34r:

#13 Angel of Annihilation

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Posted 23 July 2013 - 04:58 PM

View PostHomeless Bill, on 23 July 2013 - 04:48 PM, said:

Hello ladies and gentlemen, and thank you in advance for your time and consideration.

Why must PGI ignore the need for separate solo and team queues?

Of course PPC, AC/20, Gauss, and LRMs are deadly when you have a coordinated 4-man calling out targets and focusing fire (possibly even two 4-mans doing a sync-drop) against 8 PUGs that frankly have no idea what the hell is going on.

Before someone says, "Duh. It's a team game," I'd just like to point out that teamwork doesn't require voice communication [ummmm.....].

Integrated voice chat and separate queues are by far the most important issues the developers need to address.


Well I don't really care about intergrated voice chat though I understand why alot of people do, I definately support the seperate group and solo queing. There just is no reason a competitive team should be droping in into casual PUGs.

#14 Joseph Mallan

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Posted 23 July 2013 - 05:01 PM

1st Davion Guards(the Canon ones not you) can only muster 8-10 players for a drop, you need 12. 2-4 PUGs (affiliated or Lone Wolf) fill the remaining billets.

Edited by Joseph Mallan, 23 July 2013 - 05:02 PM.


#15 Psikez

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Posted 23 July 2013 - 05:04 PM

View PostViktor Drake, on 23 July 2013 - 04:58 PM, said:


Well I don't really care about intergrated voice chat though I understand why alot of people do, I definately support the seperate group and solo queing. There just is no reason a competitive team should be droping in into casual PUGs.


A competitive team will be dropping into 8 mans.

#16 Joseph Mallan

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Posted 23 July 2013 - 05:05 PM

Or 12 man

#17 Antonio

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Posted 23 July 2013 - 07:38 PM

A call target function similar to Guild Wars would be nice. For those that are not familiar if you held ctrl and clicked a target a call target message would be sent to the team and then anyone on the team could hit T to switch to the called target. A similar function in MWO would give a more streamlined way of calling instead of typing during battle a message no one will see.

Edited by Antonio, 23 July 2013 - 07:39 PM.


#18 Flying Blind

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Posted 23 July 2013 - 07:47 PM

Many of us have been begging PGI for integrated voice comms that automatically puts your whole team in the same voice channel since early in closed beta. It sounds like it wouldn't be hard to program (i can only go on what I've been told here), they could use their partner C3. I don't know what the deal they made with C3 was but C3 sure doesn't get much exposure around here? I wonder how many people don't even know it is there.

#19 Phoenix Branson

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Posted 23 July 2013 - 08:39 PM

Please, it took a decade to balance Starcraft. This game gets better with every patch. Have faith my friend. :)

#20 Stoicblitzer

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Posted 23 July 2013 - 10:20 PM

they could probably remove 4man/8man limits if they added in-game voip. removing separate 8/12mans would probably end 3rd party tournaments though since sync dropping would be too hard. dreams....





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