![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](http://static.mwomercs.com/img/house/merc-corps.png)
#421
Posted 18 March 2014 - 10:35 AM
Someone also mentioned tourneys. There have been only a few, but they force a player to PUG if they want to participate, so THAT skewed the percentage towards PUGs also.
#423
Posted 18 March 2014 - 10:40 AM
Heffay, on 18 March 2014 - 10:28 AM, said:
That's what's leading to, or at least heavily contributing to, roflstomps. New players + steep learning curve + complex mechanics + trial mechs + dropping against vets in customized mechs = roflstomp.
Again, I can't see how anyone would not want new players to have a queue that allows them to learn the game without getting discouraged after getting stomped numerous times. Tutorials would help, A LOT, but that's NOT going to stop this situation
#424
Posted 18 March 2014 - 01:21 PM
Heffay, on 18 March 2014 - 09:58 AM, said:
Dude, if you think a guy piloting the latest meta 733C and has an Elo of 1100 after over 1000 games is going to stomp new player, you're just plain wrong. He's just a horrible player taking advantage of a great mech to barely be able to compete against a new player in a trial mech.
If that new player is actually bad, he'll filter out of that bracket in about 5 matches and never have to see him again, until he gets his own highlander
There have been Vet who admit to tanking games to stay in the bottom Elo bracket for when they solo drop. When they jump in their 12 man group it doesn't matter what their Elo is because the Group Elo will balance out their low numbers.
#425
Posted 18 March 2014 - 01:26 PM
Randalf Yorgen, on 18 March 2014 - 01:21 PM, said:
There have been Vet who admit to tanking games to stay in the bottom Elo bracket for when they solo drop. When they jump in their 12 man group it doesn't matter what their Elo is because the Group Elo will balance out their low numbers.
+1
It will only get worse with the new launch module. Group population will dwindle, ggclose crowds will be left, it's a spiral that long-term spells bad news for lots of different things regarding MWO.
A simple queue that allows players to opt into a any size group queue and putting new players into their own queue solves all of that and makes more players happy.
They system going into place now, alienates a good section of the population, does nothing to enhance new player experience, mitigate stomps, and perpetuates that exact same situation we have now except now it causes organized units and groups to go play something else because they're unhappy.
It causes organized groups to drop money into other products. MWO has a LOT of potential but PGI is making some bad decisions at the moment.
#426
Posted 18 March 2014 - 02:00 PM
The problem with team games is that you're often stuck in the waiting lobby for as much as an hour at a time before you even start playing, and then I feel compelled to stick around for the rest of the night.
It doesn't help that I'm on GMT+9 right now, meaning everyone's in bed or going to work when I'm free.
When in-game voicechat is included, this will be less of an issue, but at this moment, it takes a LOT more of a time and energy investment than I really want to put into this. If I'm just going to drop and get killed anyway (I must have a craptastic ELO, because half the team are inTrial 'mechs, at least one person is AFK for five minutes of the match, and another just disconnects outright) I might as well not spend an hour waiting for someone to pop into LFG.
#427
Posted 18 March 2014 - 03:58 PM
ice trey, on 18 March 2014 - 02:00 PM, said:
If I'm just going to drop and get killed anyway (I must have a craptastic ELO, because half the team are inTrial 'mechs, at least one person is AFK for five minutes of the match, and another just disconnects outright) I might as well not spend an hour waiting for someone to pop into LFG.
That first sentence pretty much states the biggest problem that a lot of us have with the game and the new launch module. It takes way too much work, energy, and time to just drop with some buddies and play a video game. The more obstacles you place in front of a player, the easier it is for them to look elsewhere for their entertainment needs. Why in the world would anyone want to spend half their gaming time trying to put together a group, try and find an opponent, and then play a game for 5 minutes?
Exactly. PGI is setting up the game to have you place your win/loss record in the hands of at LEAST 8 other players you don't know, have never played with before, don't know loadouts for, etc. Tell me again how this game emphasizes teamwork?
#428
Posted 19 March 2014 - 09:02 AM
#429
Posted 19 March 2014 - 09:10 AM
Randalf Yorgen, on 19 March 2014 - 09:02 AM, said:
Joysticks are OP. (along with jsut about everything else that kills a mech.... teamwork, premades, lasers, lrms, ballistics, arty, air strikes, lag, latency, etc.)
#430
Posted 19 March 2014 - 09:50 AM
Could just select like 4-4 3-3 3-3 or even 2-2 2-2 2-2 for a 6vs6 I mean 3 lances of same size every time for group players and pugs only vs pugs, wouldn't that be better for all?
#431
Posted 19 March 2014 - 10:03 AM
fx8320, on 19 March 2014 - 09:50 AM, said:
Could just select like 4-4 3-3 3-3 or even 2-2 2-2 2-2 for a 6vs6 I mean 3 lances of same size every time for group players and pugs only vs pugs, wouldn't that be better for all?
Lots of things would have been "better" in the eyes of many
#433
Posted 19 March 2014 - 11:46 AM
Artgathan, on 19 March 2014 - 11:39 AM, said:
That's the last straw! Steering wheels and foot pedals for everyone!
I just say let everyone drop in a locust with one small laser and 1 lrm5. Balance issues solved. No more QQing about things being "op". Problem solved, problem staying solved. Mariks lead the way
#434
Posted 19 March 2014 - 11:47 AM
Sandpit, on 19 March 2014 - 11:46 AM, said:
You have piqued my interest, and I would like to subscribe to your third-party site coordinated tournament.
#436
Posted 19 March 2014 - 12:13 PM
Sandpit, on 19 March 2014 - 11:46 AM, said:
Didn't you hear? LRMs are OP these days. Best trade it for NARC with no ammo.
#438
Posted 19 March 2014 - 12:19 PM
Sandpit, on 19 March 2014 - 12:17 PM, said:
and
i didn't want brawlers to say brawling is dead
Ah, I see what you're going for. What if we trade out the SL for a TAG (allows long range "shooting") and the LRM for some MGs for brawling?
#439
Posted 19 March 2014 - 12:32 PM
Artgathan, on 19 March 2014 - 12:19 PM, said:
Ah, I see what you're going for. What if we trade out the SL for a TAG (allows long range "shooting") and the LRM for some MGs for brawling?
I could go for that, how about one arty strike as your long range support weapon?
#440
Posted 19 March 2014 - 12:34 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users