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#41
Posted 17 March 2014 - 07:00 PM
3 lights, 4 mediums, 3 heavies, 2 assaults
I would even be tickled to see them put in 5 mediums and then 2 heavies as well.
But one way or the other class matching is severely needed.
#42
Posted 17 March 2014 - 07:08 PM
But this solution is better than what we have now, not the best solution though. Again better than what we have now. Having 5+ assaults on a team with the other enemy team having few makes for less challenging gameplay and less teamwork needed on the team having 5+ assaults.
Personally would much rather just have the option mentioned above with tonnage class limit per lance (1 light, 1 medium, 1 heavy, 1 assault) with a group que option (with solo players able to choose to fill in spots).
EDIT2 AGree significant Role warfare instead of tonnage limits would be a better alternative idea..
Edited by zolop, 18 March 2014 - 02:10 PM.
#43
Posted 17 March 2014 - 07:22 PM
#44
Posted 17 March 2014 - 07:53 PM
FupDup, on 17 March 2014 - 10:39 AM, said:
Why not just have Role Warfare? Why not have maps larger than shoe boxes, so that mobility and scouting are much more important? Why not restructure rewards so that shooting everything that moves isn't the only reliable way to make some cash? Why not give each class (or possibly even chassis, if we're ambitious enough) their own unique XP tree, instead of giving every single mech the same copy-paste that reduces the weaknesses of mechs that shouldn't really be maneuverable (notice how most of the XP tree unlocks are based on making your mech more agile?)? Why not have every class able to be equally valuable contributors to their team, while having vastly different (but complementing) strengths and weaknesses?
...But we can't have that, because PGI prefers their "top tier avatar" system. They want to clearly outline which mechs they want to be the best in the game and which mechs they want to shine the shoes of the top dogs.
1000 times, this.
#45
Posted 17 March 2014 - 07:57 PM
#46
Posted 17 March 2014 - 08:25 PM
#47
Posted 17 March 2014 - 08:33 PM
Khobai, on 17 March 2014 - 08:25 PM, said:
Denver played badly.... and Seattle had an excellent game plan on defense. Hell, they have a defense designed to stop an offense where the QB is a severe running threat, they have a scheme that tilts the arithmetic back in their favor when it's a full 11 on 11. With Peyton creating almost zero threat as a runner, it was just that much easier for Seattle.
#48
Posted 17 March 2014 - 08:51 PM
My point being, the NFL has the exact same problem MWO does now when it comes to games being one-sided.
#49
Posted 17 March 2014 - 09:00 PM
#50
Posted 17 March 2014 - 09:04 PM
This isn't to say that class balance doesn't need work. An ideal setup would include provisions that resulted in 3-3-3-3 or 3-4-3-2 drops by the free choice of players. Without nerfing pinpoint damage, fixing SRMs, and scaling down the medium mech models by 25%, I don't really see that happening. Their current plan is probably the best that can be practically implemented under current development constraints. Perhaps after the major feature roll-outs are finished, those other items can be better addressed.
Edited by Daekar, 17 March 2014 - 09:10 PM.
#51
Posted 17 March 2014 - 09:10 PM
You don't win NFL games by stacking your entire roster with 350+ pound dudes. I wonder why? Is it possibly because the sport is well designed such that there are ROLES in the game that are better suited to SMALLER and FASTER athletes?
Remember the Role Warfare PILLARS that were PROMISED us at the game's INCEPTION?
Ya'll gave up on that already? Come on, bro.
Edited by YueFei, 17 March 2014 - 09:12 PM.
#52
Posted 17 March 2014 - 09:18 PM
YueFei, on 17 March 2014 - 09:10 PM, said:
You don't win NFL games by stacking your entire roster with 350+ pound dudes. I wonder why? Is it possibly because the sport is well designed such that there are ROLES in the game that are better suited to SMALLER and FASTER athletes?
Remember the Role Warfare PILLARS that were PROMISED us at the game's INCEPTION?
Ya'll gave up on that already? Come on, bro.
Point well made about the determining factors in NFL games. I agree with you about role warfare - like I said, in a game with clearly useful roles for all weight classes, the 3-3-3-3 drop deck would happen voluntarily. I still hold out hope for that kind of balance, but mandatory company structures will do for now.
#53
Posted 17 March 2014 - 09:34 PM
FupDup, on 17 March 2014 - 10:39 AM, said:
...But we can't have that, because PGI prefers their "top tier avatar" system. They want to clearly outline which mechs they want to be the best in the game and which mechs they want to shine the shoes of the top dogs.
So much this.
#54
Posted 17 March 2014 - 10:12 PM
WarZ, on 17 March 2014 - 07:00 PM, said:
3 lights, 4 mediums, 3 heavies, 2 assaults
I would even be tickled to see them put in 5 mediums and then 2 heavies as well.
But one way or the other class matching is severely needed.
None of that is right, a simple weight matching would be quite sufficient, the proposed 3-3-3-3 will just increase wait times that are already long enough presently.
#55
Posted 17 March 2014 - 10:43 PM
Daekar, on 17 March 2014 - 06:26 PM, said:
Thats fine and understandable. Yeah ive put a lot of time into this game and do suffer the drops where you get a nice balance and stomp the other team, or am stomp in turn by 4Victors, an Atlas, Highlander, etc... Every now and then you get matchs that go mech for mech but they are rare. I just think 3,3,3,3 will just create cookie cutter builds at different weight classes to exploit the limited tonnage, furthering the lack of chassis precent on the battlefield. I mean why would you ever choose a Blackjack or Trenchbucket over a Shadowhawk or Wolverine. They have more tonnage to carry more armor and more weapons.
#56
Posted 17 March 2014 - 10:47 PM
- A "loose"-ish 3 weight buckets: 2-4 Lights / 6-8 mix of Mediums and Heavies / 2 Assaults
- Or in a stricter scenario, 4 weight buckets: 2-4 Lights / 4-6 Mediums / 2 Heavies / 2 Assaults
#57
Posted 17 March 2014 - 10:49 PM
#58
Posted 17 March 2014 - 11:22 PM
Edited by Rubidiy, 17 March 2014 - 11:24 PM.
#59
Posted 17 March 2014 - 11:51 PM
FupDup, on 17 March 2014 - 10:39 AM, said:
Why not just have Role Warfare? Why not have maps larger than shoe boxes, so that mobility and scouting are much more important? Why not restructure rewards so that shooting everything that moves isn't the only reliable way to make some cash? Why not give each class (or possibly even chassis, if we're ambitious enough) their own unique XP tree, instead of giving every single mech the same copy-paste that reduces the weaknesses of mechs that shouldn't really be maneuverable (notice how most of the XP tree unlocks are based on making your mech more agile?)? Why not have every class able to be equally valuable contributors to their team, while having vastly different (but complementing) strengths and weaknesses?
...But we can't have that, because PGI prefers their "top tier avatar" system. They want to clearly outline which mechs they want to be the best in the game and which mechs they want to shine the shoes of the top dogs.
Can't be QFT anywhere near enough ...
#60
Posted 17 March 2014 - 11:58 PM
Khobai, on 17 March 2014 - 11:59 AM, said:
What you mean nothing?
Elo is there for a long time and "working as intendedTM". All matches are close and end up with just one mech left standing at 25% health. All game modes are very fun to play and offer a superb variety of tactical choices so people always bring different chassis into games.
[/sarcasm]
Tell me ... if matchmaker is already "working as intendedTM" as they claim, why change it? The next one will be just as great and just as "working as intendedTM". PUGs will cry just the same because its the only thing they can do, until we'll be forced into yet another "working as intendedTM" MM hellhole PGI comes up with and this circle will repeat itself ...
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