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Tie Is The Worst Possible Outcome?


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#21 Sephlock

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Posted 01 November 2013 - 04:06 PM

View PostAlmond Brown, on 01 November 2013 - 05:28 AM, said:


So in the scenario presented, those players should be penalized? Why would that be a better solution then what was provided.

Yeah... I can see that going wrong in so many ways...

For one thing, it could lead to- no .. wait a second.

I have a BRILLIANT idea!

Implement the suggested penalties for a tie, but ONLY for Kuritans.

This would incentivize Kuritan Mechwarriors' roleplaying, by making it more profitable for them to commit seppuku when success is impossible!

See? It's brilliant!

I demand a forum cookie!

Edited by Sephlock, 01 November 2013 - 04:06 PM.


#22 Corvus Antaka

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Posted 01 November 2013 - 07:33 PM

would be nice to see tie rules & payout get some love.

we lost one the other day they had 3 mechs left, we had 2, timer ran out. We lost the match due to the 1 man difference and because time ran out. Match felt more like a tie though really.

#23 Dan Nashe

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Posted 01 November 2013 - 07:44 PM

Win: 100,000 c-bills, 300 xp
Loss: 25,000 c-bills, 100 xp
Tie: 0 c-bills, 0 xp

Is how it works right now.
A tie is defined as time running out with both teams having the same number of mechs alive.
If one team has more players surviving than the other, that team wins.

Presumably, it is either like this because:
(a) PGI hasn't thought it through; or because
(:ph34r: the smart strategy is to play defense but two teams camping their own bases is boring for everyone.

It's like strategy 101. If the forces are equal, make them come to you.
It's the only intelligent move.

#24 Fabe

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Posted 01 November 2013 - 08:07 PM

View PostRoadbeer, on 31 October 2013 - 10:41 AM, said:

So the other night I was in a match that resulted in a tie. Great fight, went down to 11 - 11 on the score board when the timer ran out.

Total XP = 100

Even in a cap race on Assault where a shot isn't fired, you get 150.

WTH?

Damn,would have loved to been part of that fight. I would have been one of the first ones to die but watching the rest of the battle play out would have been great entertainment. But Back to your point,yeah a tie like that should have netted a bit more. Both teams beat the scrap out of eahc other,that should count for something even if it did end in a tie.

#25 Yom

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Posted 01 November 2013 - 08:16 PM

View PostMacbrea, on 01 November 2013 - 05:33 AM, said:



I have ended a fight with zero ammo and my energy arm blown off on my Commando. I have seen a tie with both remaining mechs depleted on all ammo. What are they suppose to do at that point. Run into each other until it registered enough armor damage to kill one of them?


This happened to me. We had no weapons. He was legged with one critical leg remaining. I rammed him about ten times before he blew up. Everyone was yelling "ramming speed." It was funny as the slang for fecal matter.

#26 Satan n stuff

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Posted 02 November 2013 - 05:14 AM

I've only seen a tie a few times in this game, only memorable instance was with one atlas on both sides, me being one of them. We killed each other at the same time. Funny as hell.

#27 zagibu

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Posted 02 November 2013 - 06:06 AM

To prevent tie when both opponents are unarmed due to component loss, they should implement melee punches and kicks.

#28 Taemien

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Posted 02 November 2013 - 06:09 AM

View PostxMEPHISTOx, on 31 October 2013 - 02:23 PM, said:

I suspect we will see more of this with the proposed deathmatch game mode.


The Ironic thing is.. there's no cbill gain or loss in DM, so it will be mostly trolls trolling trolls.

#29 SuomiWarder

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Posted 02 November 2013 - 05:51 PM

I'd like to see a tie breaker be enemy tonnage destroyed. The heavier your team, the better the odds you end up the loser in what was otherwise a "tie" in mech per mech destruction.

#30 zagibu

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Posted 02 November 2013 - 06:25 PM

Or just total damage done.

#31 Taemien

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Posted 02 November 2013 - 07:26 PM

Or let it go. Ties are so rare that its not worth spending code time on them.

#32 MustrumRidcully

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Posted 03 November 2013 - 08:23 AM

I've had a tie once, in CB ,and noticed that it did give the worst type of base rewards. But I've never had it again, I think, and there have been a lot of changes since then in terms of rewards. I figure this thing didn't change.

#33 Deathlike

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Posted 03 November 2013 - 10:07 AM

Right now, the only negative thing about ties is getting 0XP, vs the Loss gain of 100XP. The base rewards are the exact same otherwise (25,000 C-bills for just playing the match).

#34 Captain Stiffy

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Posted 03 November 2013 - 10:14 AM

View PostRoadbeer, on 31 October 2013 - 10:41 AM, said:

So the other night I was in a match that resulted in a tie. Great fight, went down to 11 - 11 on the score board when the timer ran out.

Total XP = 100

Even in a cap race on Assault where a shot isn't fired, you get 150.

WTH?


I have only seen a tie ONCE.

Assault 2,683
Conquest 2,215

If they change the game modes so that it happens more often then it might matter. For now... definitely more important stuff for them to do.

Edited by Captain Stiffy, 03 November 2013 - 10:15 AM.


#35 Roadbeer

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Posted 03 November 2013 - 11:00 AM

View PostCaptain Stiffy, on 03 November 2013 - 10:14 AM, said:


I have only seen a tie ONCE.

Assault 2,683
Conquest 2,215

If they change the game modes so that it happens more often then it might matter. For now... definitely more important stuff for them to do.


LOL,

I know many of us are used to reading "FIX THIS NOW POSTS" where the OP finds their insignificant issue to be of tantamount importance that requires fixing immediately otherwise they will be contacting their lawyers post haste...

Just pointing out a flaw. Not asking it to be fixed, you'll even see where I've followed up by stating that since Closed Beta, I could count on one hand the number of times I've seen it.

Thanks for your stats though, I'm sure your epeen is GIGANTIC.

Lulz. Reading is HARD.

#36 Sable Dove

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Posted 03 November 2013 - 04:03 PM

This is a pretty cruel joke considering it's only possible if the match goes on for 15 minutes. Players shouldn't be punished for bad game design.


150 each. That's fair, and it's not needlessly cruel. In fact, it would be better to just count it as a loss for both teams. 100XP is better than 0.

#37 Bartholomew bartholomew

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Posted 03 November 2013 - 04:40 PM

Seen three ties. And they were all interesting matches for differing reasons.

So, are you here to play or grind Cbills. If the latter then get more then one mech and quit when you die. Sounds like you wasted your own time watching.

Move along...

#38 Roadbeer

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Posted 03 November 2013 - 04:46 PM

View PostBartholomew bartholomew, on 03 November 2013 - 04:40 PM, said:

Seen three ties. And they were all interesting matches for differing reasons.

So, are you here to play or grind Cbills. If the latter then get more then one mech and quit when you die. Sounds like you wasted your own time watching.

Move along...


LOL, another who missed the point of the thread...

Again, READ HARDER. Just pointing out the discrepancies in rewards.

#39 Deathlike

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Posted 03 November 2013 - 04:48 PM

View PostSable Dove, on 03 November 2013 - 04:03 PM, said:

This is a pretty cruel joke considering it's only possible if the match goes on for 15 minutes. Players shouldn't be punished for bad game design.


150 each. That's fair, and it's not needlessly cruel. In fact, it would be better to just count it as a loss for both teams. 100XP is better than 0.


I would prefer 200XP, but I'll settle for anything above 0... between a win and a loss.

#40 Roadbeer

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Posted 03 November 2013 - 04:56 PM

View PostDeathlike, on 03 November 2013 - 04:48 PM, said:


I would prefer 200XP, but I'll settle for anything above 0... between a win and a loss.


See,

This is what I'm talking about





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