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Why Only 12 Mans


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#21 Bront

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Posted 29 September 2013 - 12:06 PM

I still think they should earmark the smaller maps for 8v8 matches (Forrest colony and River City), Otherwise, I enjoy 12v12. More mechs would be nuts, and less would make some maps be so empty.

#22 Sable Dove

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Posted 29 September 2013 - 12:12 PM

View PostAlistair Winter, on 29 September 2013 - 11:34 AM, said:

The more people in the game, the less ability for the individual to make a difference. More emphasis is put on tactics, i.e. the decisions made by the people in charge (or in the case of a pug, animalistic herd behavior)

While this should be true, the way MWO plays means that tactics make very little difference, because flanking doesn't actually take the enemy by surprise, and unless you manage to get directly behind them, you're not going to any more damage than a frontal assault.

In MWO, the only thing that adding more players does is make ******* up with your team even more important, because the advantage of numbers increases exponentially. If you add more players, then any sort of flanking or tactics will take long enough to get ready that by the time the flankers are in position, the main force is already wiped out.

With eight players, you can take a couple mechs to flank and as long as they play defensively, the main force will be able to survive until the flankers get in to position. With twelve, you send three off to flank, and now the enemy just storms over the hill because their force of 12 can exterminate the main force much more quickly, and then the flankers are stuck facing a much larger force with no advantage of their own.

If mechs weren't so fragile, more players would invite more tactics, but if they increase the number of players without making the mechs any tougher, ******* up becomes the only viable strategy, because the force with more mechs together will win before any tactics can really be executed.

Edit:
Are you kidding? "b a l l i n g" is censored?

Edited by Sable Dove, 29 September 2013 - 12:13 PM.






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