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Imbalanced Teams Have Returned With This Patch


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#21 Magna Canus

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Posted 03 April 2014 - 02:13 AM

View PostMister D, on 02 April 2014 - 10:06 AM, said:

Just too many Assaults out in the field, thats all I see anymore is just assault spam.
Rarely do I see mediums, and even heavies are rare with exception to JAG's and CTF-3D/4x/IM

I have been running in my Yen-Lo-Wang and SHD-2H exclusively for the past 2 weeks, so it can't be me. :D

#22 Magna Canus

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Posted 03 April 2014 - 02:22 AM

View PostSagamore, on 02 April 2014 - 07:18 PM, said:


Yes, I QQ in my Atlas when we have 1 light and the opposing team has 5 or 6. This is usually due to a 4-man all taking lights and being able to move as a unit and focus fire largely unorganized PUG players. I almost exclusively play solo PUGs so I am at the mercy of random groupings but this complaint will be nil once the 3-3-3-3 comes in.

Having also played lights a lot and also in pure PUG I can say that 4-man teams are not really to blame here. Yes, a 4-man team can be deadly in all lights as long as that team has some skill (which is not predefined by just having Teamspeak), BUT in any PUG match your lights will tend to gravitate to each other and form a natural wolf pack, with or without TS capabilities.

In fact, at the start of any PUG match I play in where we have 2+ lights and I am one of them I always chat up the other light about wolf packing.

Multiple lights vs. 1 assault usually win simply by numbers the same as multiple mediums or whatever would.

On the other hand, I can solo vs. 2-3 lights in my SHD-2H with 1xLBX, 2xMG, 3xSSRM just fine. In 2/3 of those engagements I kill 1 light, strip at lest 1 more, and they high tail it out of there.

#23 maxmarechal

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Posted 03 April 2014 - 02:45 AM

have had multiple crashes to mechlab when connecting...i was in a 4man group and everybody dropped on the map except me
my mech was ingame but not showing on the start screen (empty slot according to team mates on TS)
i suppose that explains 11v12 or more i guess...
if i drop solo i have no crash
if it happens again i'll try repair tool or submit a ticket to support

#24 Xenok

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Posted 03 April 2014 - 02:47 AM

MWO sucks at network connectivity. It does not matter when your in it, it simply does a poor job with it.

I have not played since a week after the LRMaggedon begain again; which is still going strong (diffferent subject) which I meniton only becuase I startd to play some War Thunder A week ago. Here are some facts about the DCs and no shows and general networking capabilities of MWO.

1. If I have anything else going on with my internet connection, WMO will not connect or will drop me durring game start up or durring the game itself. I can have 4 PCs running MWO on line and have it work normally for MWO which is still bad, but not reliable bad. If I have one PC running MWO and my apple TV is streaming a movie (or some is watching netflix from a computer) then MWO will crash at some point (usualy just fail to connect) very reliably. I have thougth this to be my own problem with my connection, but War Thunder does not have this problem.

2. War Thunder and Modern Warfair 2 (have not played it since then) both line up people on the teams as they come in, then launch once you have a full group on both sides. This is a process that games have had down in the right order for years but MWO does it in an order that allows games to have people in them who are not successfully in them yet; pure incompitence.

3. Most of the DCs are likely not done by players. I get DCed while waiting for the game to launch at least once in any 5 or 6 match session. The only time I have ever done it myself is when I get Terra Therma for the 3rd time in a row and am tired of that map as I hate it anyway. The DCs have something to do with the lousy network code that MWO is using.

4. I get rubberbanded regularly (nearly once a match) in MWO. That does not happen on any other game I play. Again a sing of lousy network connectivity code.

5. If I play 5 or 6 matches in a session I can basically guarentee that I will get dropped mid game in one of the matches.

6. This has consistantly gotten worse for me, not better since the beta game was deamed "shipping".

This game is a great working demo of what MWO could be. It has the performace of a demo, and the features of a beta. I wish PGI would go under so someoene with the ability to code network connectivity could take over and build more than a working demo with this great franchise.

The connectiivty is lousy, you either live with it or dont play this game. PGI has not fixed it in over two years of me playing the game, and I have no faith they will do so in the future.

Edited by Xenok, 03 April 2014 - 02:51 AM.


#25 Morang

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Posted 03 April 2014 - 03:24 AM

View PostMatthew Craig, on 02 April 2014 - 08:09 AM, said:

We are still considering allowing re-joins in the future but no ETA currently.

Fine! I'm too considering to buy some MCs in the future, but no ETA sorry.

#26 whitelightshadow

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Posted 03 April 2014 - 09:11 AM

I must encore most of the above. I have seen the return of multiple sequential games ending with 10-12 alive on the one side within the first 5 min of the game due to one team having mostly missile boats and ECM (was on a teams with 5 ECMs, the other side had one and they were trashed 11-0). I also see more empty player slots WITH multiple disconnection, too many games start with one or both teams being 1-4 players down before the count-down reach 0.

Everything else is covered above, well that is my ten cents worth...

Edited by F Henning, 04 April 2014 - 12:15 AM.


#27 Grendel408

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Posted 03 April 2014 - 03:43 PM

From personal experience, I can state from running full groups back from Closed Beta to current, and running solo PUG matches, there's really no difference between the two other than more open communication with a group. This doesn't necessarily mean that team will have a better outcome because of clear lines of communication. It's also about general skill in the game... I could be in a PUG match on a TS server or a full 12man group on my Mumble server and there's one thing that will always tip the scales. Players who get fixated on their targets... leaving them open to another enemy player, or being flanked and pulled into a trap. Players who get soooooo hung up on getting that kill... The other (I notice more in PUG matches) is the less experienced players who think they can stride off on their own and win... this is a team-based game... requiring tactics, strategy, and lacking proper communication. If we need anything, it's a working VOIP for the game, not some third-party C3 software that is worse than Ventrilo. (edit: typos)

Edited by Grendel408, 03 April 2014 - 03:45 PM.


#28 whitelightshadow

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Posted 04 April 2014 - 12:27 AM

View PostGrendel408, on 03 April 2014 - 03:43 PM, said:

From personal experience, I can state from running full groups back from Closed Beta to current, and running solo PUG matches, there's really no difference between the two other than more open communication with a group. This doesn't necessarily mean that team will have a better outcome because of clear lines of communication. It's also about general skill in the game... I could be in a PUG match on a TS server or a full 12man group on my Mumble server and there's one thing that will always tip the scales. Players who get fixated on their targets... leaving them open to another enemy player, or being flanked and pulled into a trap. Players who get soooooo hung up on getting that kill... The other (I notice more in PUG matches) is the less experienced players who think they can stride off on their own and win... this is a team-based game... requiring tactics, strategy, and lacking proper communication. If we need anything, it's a working VOIP for the game, not some third-party C3 software that is worse than Ventrilo. (edit: typos)


I do agree with this but it is not the point I am trying to make, the problem is teams that have upto 5 lights, having ECMs and missile boats the other having just having nothing but heavy and assualt mechs. One side having fast moving long range capability the other only slow moving close range.

Edited by F Henning, 04 April 2014 - 12:41 AM.






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