

Feedback On New Spawn Locations
#41
Posted 04 December 2013 - 10:37 AM
#42
Posted 04 December 2013 - 10:43 AM
Jun Watarase, on 03 December 2013 - 01:42 PM, said:
Cons : Leaves lances isolated and unable to support each other. Initial combat is then very much dependant on lance composition. A lance of 4 assaults will steamroll a lance of 4 mediums/heavies. After the initial fights, surviving lances are often left confused as to where the enemy is, and where they should go. They either stay put at their cap point or wander around lost. The isolated nature of combat also makes it much harder to get saviour/defensive rewards, and consequently, less xp/c-bills. The smaller fights also result in less xp/c-bills overall as more resource wins occur and damage done is more spread out among team members, rather than concentrated in a few top performing players.
Jun just saw this could not agree more on less XP/c-bills exactly what I saw and just from the ancedotal reviews of players being spread out what one can infer. I am curious if they even considered the unintended consequence...(or was it) of doing this.
With the economy adjustment of the 12v12 put in I would hope they would have had the foresight to consider the impact this change would have on the economics of the game and how it will negatively impact primarily the new player.
#43
Posted 04 December 2013 - 11:12 AM
WM Jeri, on 04 December 2013 - 10:43 AM, said:
Jun just saw this could not agree more on less XP/c-bills exactly what I saw and just from the ancedotal reviews of players being spread out what one can infer. I am curious if they even considered the unintended consequence...(or was it) of doing this.
With the economy adjustment of the 12v12 put in I would hope they would have had the foresight to consider the impact this change would have on the economics of the game and how it will negatively impact primarily the new player.
You used the word 'foresight' in a post related to a PGI decision. See where you went wrong there?
#44
Posted 04 December 2013 - 11:42 AM
#45
Posted 04 December 2013 - 11:50 AM
#46
Posted 04 December 2013 - 12:30 PM
You are also the furthest lance away from friendlies, so what iv seen every time i drop on that map is that one lance on each team gets clobbered by twice their numbers, then it reverts to the hunt and brawl between the remaining teams.
#47
Posted 04 December 2013 - 01:21 PM
And the very next game, our whole team just blobbed up and we absolutely crushed the enemy because they split up, and the game is designed in such a way that the blob is almost always the best tactic.
#48
Posted 04 December 2013 - 01:33 PM
Sable Dove, on 04 December 2013 - 01:21 PM, said:
And the very next game, our whole team just blobbed up and we absolutely crushed the enemy because they split up, and the game is designed in such a way that the blob is almost always the best tactic.
Just like real life.
He who has the most concentrated fire wins.
#49
Posted 04 December 2013 - 01:43 PM
Considering the new cap positions and the fact that the new spawn positions PGI with this update has gone into the direction of "less tactial maneuvers/planning" and more "jump into a quick brawl which is over in 5-6 minutes" be it their intention or not this is going in the direction of pleasing/attracting more of the Attention Deficit Disorder crowd rather then the more in depth tactical players. But I guess the numbers play to the growing ADD crowd.
If this is indeed their intention they might as well start proposing that the Mechs wear hats because this is just going to become a TF2 clone (which is a fun game rythm wise but Battletech/mechwarrior is not well suited for that)
Edited by Saobh, 04 December 2013 - 01:43 PM.
#50
Posted 04 December 2013 - 01:44 PM
#51
Posted 04 December 2013 - 02:11 PM
In general: Games usualy end up as a steamrol, one group easely blowing away the other with hardly any casualties.
My opinion because of premade lances easely destroying a pug lance and then balance is already gone.
Usualy when its a one sided balanced lance, all heavies, or lights, covered by 1 ecm user.
-Rivercity and frozen city are effectively halved in effective map size.
No prep time at all to get into a position, combat garanteed within 30seconds.
Forget trying to be tactical in a slow mech, you wont have the time to get anywhere in time.
- Terra Crappa. its an insane huge map already, but placing a lance spawn straight into the firing line of the enemy is not the solution.
This is also treu for Tourmaline desert, not funny spawning behind a small rock with enemy line of sight/fire covering the rock front and back. Its slapstick comedy seeing 4 mechs trying to hide behind a small outcropping while 8 heavies firing down at ya while the lights/mediums come running in smelling wounded prey.
The only maps it not completely a failure are: Crimson Strait and mmm i cant think of another one.
just reroll to previous mode, copy paste the assault mode and remove the base cap option, call it Team Death Match and we will try to forget about this small fuckup.
well now i vented enough, Thank you otherwise for a great game, keep up the good work.
And can we please get more game modes/maps before even more mechs.
A Payload mode would be an awsum addition.
Edited by CooSHee, 04 December 2013 - 02:13 PM.
#52
Posted 04 December 2013 - 02:16 PM
Now im seeing another trend.
Usually half of the lance decides to join the main blob in the center. They will either refuse to respond in any way, or start trash talking (how dare you tell me what to do!).
The other half of the lance is then left with the choice of mounting a sucidal attack on a vastly stronger force or walking 2 km+ to the main blob in the center and letting the enemy get a free cap. This is even worse when you have slow assaults that spend most of the battle trying to get back to the main blob...
Also premades are steamrolling even more with the new spawn locations. 4 premades vs 4 randoms is no contest really.
#53
Posted 04 December 2013 - 02:27 PM
#54
Posted 04 December 2013 - 02:53 PM
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