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The New Spawn Points Are Good, Even If They Are Bad.


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#1 MadcatX

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Posted 03 December 2013 - 10:43 PM

Bear with me on explaining this one.

I havn't actually played MW:o in a while. Not sure exactly when I stopped, but the loader is currently applying 17 patches so I figure it's been a while. Nonetheless I'd stick around on the forums, waiting to see for a change in the game that piqued my curiosity enough to actually look into it myself.

All I've see are meta changes. Weapons of the month (or months), new chassis, ghost heat. Even with 3PV, I couldn't see it really changing the game for me.

But this, this is new, it changes (or not based on some posters) the blob. But it's a big enough change in theory to want me to look into it myself.

Maybe I'll find the new spawn points worst and won't stay long and return to only hanging out on the forums. Maybe I'll find it a breath of fresh air and start playing on a regular basis again.

Either way, PGI has implemented something that made me load up the game again. And I'm sure there are other folks, not sure how many, who are doing the same.

So at least in this regards, the change is good.

Time to blow off the cobwebs from my founders Cat' and my catapult bobble head inside it. I think I've got some Christmas lights still kicking around too to hang up.

#2 DI3T3R

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Posted 04 December 2013 - 02:08 AM

I've only had time for two games since that patch and I already like them:
The teams no longer spend their time marching along the same routes to the same hill, standing behind it the whole time, waiting to muster the will to cross it and run into enemy-fire. And the spread-out drop-points for lances amplify that: Coordination has become even more important.

#3 John MatriX82

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Posted 04 December 2013 - 05:20 AM

View PostDI3T3R, on 04 December 2013 - 02:08 AM, said:

I've only had time for two games since that patch and I already like them:
The teams no longer spend their time marching along the same routes to the same hill, standing behind it the whole time, waiting to muster the will to cross it and run into enemy-fire. And the spread-out drop-points for lances amplify that: Coordination has become even more important.


Threads like these will only make pgi spread out the "working as intendedTM"

This is by far one of the worst choices that they ever made in terms of balancing the game. Drop with an atlas in a lance composed by 3 lights, the lights go away, the atlas stays solo, half map away from the other lance and it's mangled by the enemy medium/heavy lance that spawned nearby.

Pugs before already wandered senslessly around from the main group to the teeth of Death without any incentivation. Now these spawn points, paired up with a completely borked matchmaker, will allow them to die even better. Lose one lance, you're pretty much getting streamrolled.

This is one of the proofs that this game should have stood in BETA stage for much longer. Similar changes are balance breaking and should be done under BETA stage not with a released status game.

And people like you, that say "I like them" are just going to make things worse, because PGI already takes months to admit that something isn't working and they try to fix them failing (like a recent thing: the Awesome hitboxes), with similar statements, they'll take 1 year before figuring out that this is a game-breaking change. And by the time they'll realize, many of the remaining players will be FAR away and this game will, sadly, die.

Edited by John MatriX82, 04 December 2013 - 05:20 AM.


#4 Urdasein

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Posted 04 December 2013 - 06:37 AM

View PostDI3T3R, on 04 December 2013 - 02:08 AM, said:

I've only had time for two games since that patch and I already like them:
The teams no longer spend their time marching along the same routes to the same hill, standing behind it the whole time, waiting to muster the will to cross it and run into enemy-fire. And the spread-out drop-points for lances amplify that: Coordination has become even more important.



Coordination without VOIP

...

Non sense

#5 80sGlamRockSensation David Bowie

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Posted 04 December 2013 - 06:41 AM

I'm enjoying the new spawn locations.

Makes the fights far more interesting, and almost fixes RC base rush bs, now if they would just make it bigger than a shoe box

#6 DI3T3R

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Posted 04 December 2013 - 06:55 AM

View PostJohn MatriX82, on 04 December 2013 - 05:20 AM, said:

Drop with an atlas in a lance composed by 3 lights, the lights go away, the atlas stays solo, half map away from the other lance and it's mangled by the enemy medium/heavy lance that spawned nearby.


That's why the company-commander can rearrange the Mechs into new lances...

Edited by DI3T3R, 04 December 2013 - 06:56 AM.


#7 Mcgral18

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Posted 04 December 2013 - 07:36 AM

View PostDI3T3R, on 04 December 2013 - 06:55 AM, said:


That's why the company-commander can rearrange the Mechs into new lances...


Since they've already spawned at that point, it makes no difference. It just means his new lance is half way around the map, instead of abandoning him. Now, if we get the lobby system, you would have a point.

#8 Geek Verve

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Posted 04 December 2013 - 07:37 AM

View PostDI3T3R, on 04 December 2013 - 06:55 AM, said:


That's why the company-commander can rearrange the Mechs into new lances...

Unless you're in a 12-man, please...just don't. Too many of us drop in groups, and we'd like to keep it that way.

#9 Hillslam

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Posted 04 December 2013 - 07:45 AM

Love the new spawning.

Oooooh. Danger. Yes I've been the atlas that's been abandoned by my lights and stood alone. But I've also been in the heavy assault lance and crested the ridge and murderified the enemy chumps nearby.

Combat is random? Oh Noes! No nononono. Combat is orderly and predictable! /sarcasm

Moar of this.

-------------------

Agree to the commander moving groups in pugs - as long as the premades still drop in-lance together and are marked as pre-mades and can't be split unless they have chosen some setting to. Regardless premades need marked to the rest of the team.

-------------------

PS - PUGs do organize. Its called typing. A modicum of strategy goes a long way. Sure not all the time but I've found most DO listen and organize. And I've found a moderately organized pug can put up a helluva fight or even roll most premades out there. Because down at the pilot level most puggers and "competitive team players" are at the same shooting skill level. Just because you can follow your teammates around doesn't make you a better tactician or shot. Remember that.

Edited by Hillslam, 04 December 2013 - 07:48 AM.


#10 oldradagast

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Posted 04 December 2013 - 09:29 AM

View PostJohn MatriX82, on 04 December 2013 - 05:20 AM, said:



Threads like these will only make pgi spread out the "working as intendedTM"

This is by far one of the worst choices that they ever made in terms of balancing the game. Drop with an atlas in a lance composed by 3 lights, the lights go away, the atlas stays solo, half map away from the other lance and it's mangled by the enemy medium/heavy lance that spawned nearby.

Pugs before already wandered senslessly around from the main group to the teeth of Death without any incentivation. Now these spawn points, paired up with a completely borked matchmaker, will allow them to die even better. Lose one lance, you're pretty much getting streamrolled.

This is one of the proofs that this game should have stood in BETA stage for much longer. Similar changes are balance breaking and should be done under BETA stage not with a released status game.

And people like you, that say "I like them" are just going to make things worse, because PGI already takes months to admit that something isn't working and they try to fix them failing (like a recent thing: the Awesome hitboxes), with similar statements, they'll take 1 year before figuring out that this is a game-breaking change. And by the time they'll realize, many of the remaining players will be FAR away and this game will, sadly, die.


A few points:

1) Nobody is denying the game needs better coms, but that does not mean the game also must always have everyone spawn in the same place every time with the 1 combat tactic being murderballs.

2) Tonnage limits are coming and should reduce lance-on-lance steamrolls and issues where the matchmaker has no idea what to do with the 4 man-premade that dropped with 4 Highlander 733C's or Atlas DDC's. Admittedly, this should have been done ages ago, but we're getting there.

3) The instances where your whole lance wanders off to leave your Atlas to die alone have little to do with this new spawn point location. Players that bad will get a team killed no matter what they do since splitting up and blundering around always = death if the enemy team is still functional.

#11 John MatriX82

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Posted 04 December 2013 - 09:43 AM

View PostDI3T3R, on 04 December 2013 - 06:55 AM, said:


That's why the company-commander can rearrange the Mechs into new lances...


Disbanding 4 or more players that may have launched together?

View Postoldradagast, on 04 December 2013 - 09:29 AM, said:

1) Nobody is denying the game needs better coms, but that does not mean the game also must always have everyone spawn in the same place every time with the 1 combat tactic being murderballs.


That's for sure, but as you know "team play" means also stick together, this way it's an incentivation for lance play or pugs doing even worse than they did before this. In any way, I can't find any justification to drop 1 lance on the opposite map of the other one on maps like terra therma. This mean any lack of good sense by whoever thought this.

View Postoldradagast, on 04 December 2013 - 09:29 AM, said:

2) Tonnage limits are coming and should reduce lance-on-lance steamrolls and issues where the matchmaker has no idea what to do with the 4 man-premade that dropped with 4 Highlander 733C's or Atlas DDC's. Admittedly, this should have been done ages ago, but we're getting there.


And PGI will screw with them as well, so that if you own a DS you'll have to ask to your drop-mates to use something lighter.

View Postoldradagast, on 04 December 2013 - 09:29 AM, said:

3) The instances where your whole lance wanders off to leave your Atlas to die alone have little to do with this new spawn point location. Players that bad will get a team killed no matter what they do since splitting up and blundering around always = death if the enemy team is still functional.


A bad player will remain a bad player that's for sure, but if there was hope to have 1 more target for the enemy to drive off some fire, this way it get lost completely. For sure people will have to adapt, but the total lack of good sense in the average human will do the rest. Yesterday I witnessed awful things.

In the end, as I said here or elsewhere, that's a game breaking choice by part of PGI, that kind of spawnpoints is good for a squad (read:lance) team deathmatch, not for 12 vs 12 teams!!!

#12 Geek Verve

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Posted 04 December 2013 - 12:07 PM

View PostJohn MatriX82, on 04 December 2013 - 09:43 AM, said:

In the end, as I said here or elsewhere, that's a game breaking choice by part of PGI, that kind of spawnpoints is good for a squad (read:lance) team deathmatch, not for 12 vs 12 teams!!!

Oh, come on. "Game breaking"?? Over dramatize much?

#13 Roadbeer

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Posted 04 December 2013 - 12:10 PM

View PostJohn MatriX82, on 04 December 2013 - 09:43 AM, said:

In the end, as I said here or elsewhere, that's a game breaking choice by part of PGI, that kind of spawnpoints is good for a squad (read:lance) team deathmatch, not for 12 vs 12 teams!!!



#14 John MatriX82

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Posted 04 December 2013 - 12:26 PM

View PostGeek Verve, on 04 December 2013 - 12:07 PM, said:

Oh, come on. "Game breaking"?? Over dramatize much?


For competitive 12mans it doesn't change much, for public matches it was hard enough to make people undestand that sticking together allowed higher chances to bring the match on the good side, now it's extremely easy to lose 1 lance in the nick of time without compensating for the loss.

Yes it's game breaking and extremely annoying.. Drop in terra therma or Alpine alone with an assault in a lance of three lights, in the farther spawn point.
The lights will say "hello", go fubar and if you are lucky you'll take a long walk just to join the middle lance, always if an enemy light pack or an heavy lance hasn't already mangled you down. Whoever thought this change is a genius.

#15 Screech

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Posted 04 December 2013 - 12:31 PM

It fixed River City, had 3 great fights on River City last night. Some of the other changes can be debated but River City is a much better map to play.

#16 TheCaptainJZ

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Posted 04 December 2013 - 12:33 PM

It's going to breath new life into old maps for a little bit. I do think it will take some time before we know how good or bad the new spawns will be. Some aren't very different, but some are radically different. If they did this every 6 months or so, it would help keep things interesting until we get more gamemodes at least. It does seem to break up the blob quite well allowing for smaller battles to take place across the map. This has the effect of reducing pinpoint alphas and allowing players to stay alive longer, mechs take longer to kill, etc. It's an indirect way to try to mitigate some of the problems people have been complaining about for so long. Is it the best solution to any of those problems? No. But maybe we can get something enjoyable out of this anyway. Let's give it some time and see how it goes.

#17 Vidarok

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Posted 04 December 2013 - 05:41 PM

I don't like how it is on Alpine Peaks.





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