Biglead, on 05 December 2013 - 07:12 PM, said:
Sounds like regrouping lances would take a lot of unnecessary time... If you're running 12 Assaults. The new drop points are fine, get off your crutch.
12 Assaults is not really the "intended fix" and that's not even a real problem unless you LIKE running them.
What the OP is talking about is the idea that 12-mans, you want to have already predefined groups (a light lance, an assault lance, and probably some mixed lance). The problem is that your groups are already dispersed (you can't set them in a lance until you reach into a match) and even then you have a mix of mechs that shouldn't be in the same lance. That in itself is a problem in organized play. On some maps, this can be problematic (Tourmaline is the biggest culprit).
People want some finer control over it in the sense that they don't care where the mechs are dropped, but that the dropped mechs are pre-organized.
For instance, in my company example, the light lance would be easily able to regroup or scout with the main force. The assault lance would take it's time regrouping with the other mixed lance. The primary idea is to have predefined/organized routes to move, instead of the "unknown" of the mixed groupings dropping vs a close enemy lance that may or may not have a favorable matchup. It's an unintended advantage of the entire system... to be able to pick off players within the first minute of the match due to "being in the wrong
place spawn at the wrong time". That's not exactly what I would call even remotely "fair competition".
It's the same/similar issue in PUG matches, but at least you have some control in the small premade, but in 12-mans, grouping up is the difference between success and failure.
Edited by Deathlike, 05 December 2013 - 10:43 PM.