

Hang In There Till May 6Th
#1
Posted 04 May 2014 - 08:21 AM
The matchmaker is not working properly and the game will be patched May 6th to fix most of the issues. http://mwomercs.com/...11#entry3343911
If you do want to have fun matches in the meantime I would reccommend putting together some private matches rather then go solo drop or 4-mech against the 12-mech teams dropping onto the same battlefield.
Don't write off the game due to a temporary glitch. Hope to drop with you back in public matches after May 6th!
#2
Posted 04 May 2014 - 08:44 AM
The risk of a 12 player organized premade group dropping against you means a highly organized and challenging force; it's made pug players much more cooperative when a commander steps up to the plate and throws down some orders. Instead of "Beep you" or "screw yourself noob," I'm seeing "Yes sir!" "Omw (On my way)." "Roger that."
I've seen much more of the maps being used. Instead of the default strategies, players are willing to go to new locations. You know the fight at I9 that always happens on Alpine; Snipers Hill? The enemy took it after we wiped out an entire lance at the most southern part of the map that no one has played in for 1.5 years! It was thrilling. Instead of trying to climb the mountain, I gave orders to take the J/K9 mountain across from it and we had the high ground that overlooked the meta highground, and blasted them to crap! But, their base could LRM us, so I and another player or so went and made our assault on the enemy base to take out the turrets.
I wiped out 5 of them in my Ember (firestarter hero mech), but got attacked by some Muromets hiding out there. After having fought 1 medium, 1 light and 2 heavies head to head with only the help of a Centurion (I was scouting, the Centurion followed me, and I gave orders to cut off enemy retreats whenever I found something; they usually showed up at the last second) in a 97 kph standard engine Ember (35 ton light mech; no speedster here!) armed with 1 MPL, 2 SL and 4 MGs, + five turrets mostly by myself (as their main target) I wasn't in the best shape anymore and so the AC/20 + 2 AC/10 combination instantly obliterated me after two misses. (No wonder he was hiding in the base; there's no way you'd have enough ammo to take on much with that build!)
My team wiped out the entire force except for the Muromets when the time ran out. The funniest thing, the entire enemy force had Steiner tags -- that almost never happens unless it is a 12-player premade force. In other words, a clusterduck of pugs obeying orders of an experienced player virtually beat an entire 12 man premade.
The low number of assaults but the high number of heavies per match is making it very easy to win against them with a counter insurgency of a large number of lights and mediums. Weight matching altogether seems to be gone and that, too, has been extremely joyous for me because my Lights have had a chance for the first time in ages.
But, that's an old player living some of the best times the game has had since closed beta.
Edit: play changed to plate. (I just woke up).
Edited by Koniving, 04 May 2014 - 09:16 AM.
#3
Posted 04 May 2014 - 08:59 AM
I have had absolutely NO fun at all since then. Every round is a stomp...no single close rounds that get your heart pumping and you feel that relief when it over with that GJ for both sides. Not getting any of that. Now it is just pure frustration or pure bleh.
Not saying before this patch there weren't stomps, but they weren't happening every round.
#4
Posted 04 May 2014 - 09:00 AM
Koniving, on 04 May 2014 - 08:44 AM, said:
The risk of a 12 player organized premade group dropping against you means a highly organized and challenging force; it's made pug players much more cooperative when a commander steps up to the plate and throws down some orders. Instead of "Beep you" or "screw yourself noob," I'm seeing "Yes sir!" "Omw (On my way)." "Roger that."
I've seen much more of the maps being used. Instead of the default strategies, players are willing to go to new locations. You know the fight at I9 that always happens on Alpine; Snipers Hill? The enemy took it after we wiped out an entire lance at the most southern part of the map that no one has played in for 1.5 years! It was thrilling. Instead of trying to climb the mountain, I gave orders to take the J/K9 mountain across from it and we had the high ground that overlooked the meta highground, and blasted them to crap! But, their base could LRM us, so I and another player or so went and made our assault on the enemy base to take out the turrets.
I wiped out 5 of them in my Ember (firestarter hero mech), but got attacked by some Muromets hiding out there. After having fought 1 medium, 1 light and 2 heavies head to head with only the help of a Centurion in a 97 kph standard engine Ember armed with 1 MPL, 2 SL and 4 MGs, + five turrets mostly by myself (as their main target) I wasn't in the best shape anymore and so the AC/20 + 2 AC/10 combination instantly obliterated me after two misses. (No wonder he was hiding in the base; there's no way you'd have enough ammo to take on much with that build!)
My team wiped out the entire force except for the Muromets when the time ran out. The funniest thing, the entire enemy force had Steiner tags -- that almost never happens unless it is a 12-player premade force. In other words, a clusterduck of pugs obeying orders of an experienced player virtually beat an entire 12 man premade.
The low number of assaults but the high number of heavies per match is making it very easy to win against them with a counter insurgency of a large number of lights and mediums. Weight matching altogether seems to be gone and that, too, has been extremely joyous for me because my Lights have had a chance for the first time in ages.
But, that's an old player living some of the best times the game has had since closed beta.
Edit: play changed to plate. (I just woke up).
Thank you for the story Koniving, I hope it will encourage some of the newer players!
On a side, I found this thread for a community event private matches, running tomorrow night (May 5th) at 9:30 pm EST.
http://mwomercs.com/...k-mech-mondays/
Hopefully both new players and veterans will check it out!
**edit link to message board Stock Mech Mondays to first page of post instead of sixth**
Edited by SilentScreamer, 04 May 2014 - 10:18 AM.
#5
Posted 04 May 2014 - 09:29 AM
I read a suggestion along the way that the smaller 1v1-4v4 matches be made open without premium, and require premium time for xp in private matches even. Why not, it will bring you more money in the end. I have quite a few buddies, at least 6 or 7, that want to play, but the game is too intimidating due to the public matches.
#6
Posted 04 May 2014 - 10:15 AM
And having switched to mouse play after one and a half years of Joystick I can only say shame on you PGI for killing joysticks like that. I giggle when I headshot ppl, it is so easy with a mouse. But it leaves a bitter taste of the good memories from Mech warrior 2 and 3. All the same just today both enemy and friend alike liked the close games, with no snide remarks anywhere.
Edited by Hammerhai, 04 May 2014 - 10:16 AM.
#7
Posted 04 May 2014 - 10:42 AM
Bigbacon, on 04 May 2014 - 08:59 AM, said:
I have had absolutely NO fun at all since then. Every round is a stomp...no single close rounds that get your heart pumping and you feel that relief when it over with that GJ for both sides. Not getting any of that. Now it is just pure frustration or pure bleh.
Not saying before this patch there weren't stomps, but they weren't happening every round.
I haven't noticed a difference at all, except my wait times for a match to start have gone from 5-10 seconds to 30-60 seconds.
#8
Posted 04 May 2014 - 11:29 AM
For me, wait times decreased insanely, and games have become much closer. In the last 3 or so days, I've been witness to only 4 stomps (a stomp in this case is a game of 12-3 or less than 3) We had two games that ended when we ran the clock (11-10), and had 1 tie (Tie gives you 0XP, while win gives you 300, and loss gives 100), plus an assault game that ended with a base cap (I think the last time I saw a base cap was before turrets were first introduced)
A major factor for people to pay attention to, is activity time. When I log in at 4AM (central NA), my average wait time is about 2 minutes maybe more, and the games are more likely to become stomps,. However, logging in at 2AM, my wait time is about 10-30 seconds, and the games are a lot closer.
Also, private matches are hilarious fun, did like 4 hours of them today with Death's Hand Brigade, most of them were trial mechs only matches, and they were amazing fun. I think I spent about 300K in C-Bills on consumables, and I will say that it was absolutely worth it.
#9
Posted 04 May 2014 - 11:37 AM
#10
Posted 04 May 2014 - 11:46 AM
Flaming oblivion, on 04 May 2014 - 11:37 AM, said:
Eh, synch drops were rarely a problem. When we conducted them I'd say about 75% of the time, the second lance ended up on the enemy team. I don't know about other units, but in HHoD, we start gunning for each other in those situations. We don't try to help our buddies in the other lance win, we try to kill them FAST. We get very competitive in that situation, once the drop is done we congratulate each other on notable performance (if there was any), and try again, only to end up killing each other again.
However, make no mistake, I'm not saying our lances abandon our teams to get kills. We play to win in that scenario, and we will interact a lot more directly with PUGs in chat to make sure our odds of winning are improved (mostly out of respect to the lethality of our friends on the opposite side).
#11
Posted 04 May 2014 - 11:50 AM
IraqiWalker, on 04 May 2014 - 11:46 AM, said:
Eh, synch drops were rarely a problem. When we conducted them I'd say about 75% of the time, the second lance ended up on the enemy team. I don't know about other units, but in HHoD, we start gunning for each other in those situations. We don't try to help our buddies in the other lance win, we try to kill them FAST. We get very competitive in that situation, once the drop is done we congratulate each other on notable performance (if there was any), and try again, only to end up killing each other again.
However, make no mistake, I'm not saying our lances abandon our teams to get kills. We play to win in that scenario, and we will interact a lot more directly with PUGs in chat to make sure our odds of winning are improved (mostly out of respect to the lethality of our friends on the opposite side).
Obviously , Because Premade vs PuG lance the chances of winning are probably 70-30 in favour of the premade , so if you have a premade on the opposite team kill them first to make sure maximum chance of a ROFLstomp , Why the 2 should of never been mixed man this subject really grinds my gears . GGclose pgi GGclose.
#12
Posted 04 May 2014 - 12:04 PM
Flaming oblivion, on 04 May 2014 - 11:50 AM, said:
Obviously , Because Premade vs PuG lance the chances of winning are probably 70-30 in favour of the premade , so if you have a premade on the opposite team kill them first to make sure maximum chance of a ROFLstomp , Why the 2 should of never been mixed man this subject really grinds my gears . GGclose pgi GGclose.
I actually would like to learn more about why people would prefer solo dropping instead of dropping with a group. This is a team game, and being in a team improves chances of survival/winning a lot. Unless you want to play as a lone wolf, in this case, why should that prevent others from still dropping in as a lance against the lone wolf? In the books people coordinated and worked as groups, and there were pilots that were almost complete loners and worked as solo mercs, both existed, and both fought on the same battlefield.
I wouldn't mind having a solo only queue, and then another queue where groups are playing, and pugs can opt in. However, I think the wait times will get crazy.
Anyways, to prevent this thread from being derailed, PM me so we can continue this conversation, if you are interested.
#13
Posted 04 May 2014 - 02:25 PM
can say i've had the most fun I've ever had playing MWO since the patch (but I've only been playing for 2 months)
#14
Posted 05 May 2014 - 12:44 AM
#15
Posted 05 May 2014 - 01:11 AM
#16
Posted 05 May 2014 - 02:56 AM
IraqiWalker, on 04 May 2014 - 12:04 PM, said:
I actually would like to learn more about why people would prefer solo dropping instead of dropping with a group. This is a team game, and being in a team improves chances of survival/winning a lot. Unless you want to play as a lone wolf, in this case, why should that prevent others from still dropping in as a lance against the lone wolf? In the books people coordinated and worked as groups, and there were pilots that were almost complete loners and worked as solo mercs, both existed, and both fought on the same battlefield.
I wouldn't mind having a solo only queue, and then another queue where groups are playing, and pugs can opt in. However, I think the wait times will get crazy.
Anyways, to prevent this thread from being derailed, PM me so we can continue this conversation, if you are interested.
IraqiWalker, on 04 May 2014 - 12:04 PM, said:
I actually would like to learn more about why people would prefer solo dropping instead of dropping with a group. This is a team game, and being in a team improves chances of survival/winning a lot. Unless you want to play as a lone wolf, in this case, why should that prevent others from still dropping in as a lance against the lone wolf? In the books people coordinated and worked as groups, and there were pilots that were almost complete loners and worked as solo mercs, both existed, and both fought on the same battlefield.
I wouldn't mind having a solo only queue, and then another queue where groups are playing, and pugs can opt in. However, I think the wait times will get crazy.
Anyways, to prevent this thread from being derailed, PM me so we can continue this conversation, if you are interested.
i do because groups come with their own problems unless you are talking just a few people that hang out and play not like "clan" type stuff.
honestly, they just need to add voice chat and that would probably solve a lot. though it is fairly neat when you have a group of random folks that all seem to click, will type chat to the team and work together.
just easier to hop into the game, click 'play now' and repeat over and over.
#18
Posted 05 May 2014 - 03:34 AM
#19
Posted 05 May 2014 - 03:41 AM
Before the hotfix, yes there were match ending in 12 - 4/3/2/1 but it was after several minutes of intense fighting : one side losing mech one by one until the situation was lost, like a slow landslide. But at least, every one was trying to do their job and it was noticeable on the score board.
Now we're getting back to veterans being paired with new/bad players, mechs dying in the 2 first minutes of the match, a full lance of mechs in the losing team incapable of reaching the 10 points mark, etc.
I forgot to mention waiting time going way up too.
And the sad thing is that, it's not the first time PGI managed to get the MM to work better but everytime, they revert it back.
PGI, if you read this, make sure to understand that this borked MM is a serious issue : while silent, it has made you lose more player than any of the previous flamestorm like 3pv, gold mechs, etc.
Edited by SgtKinCaiD, 05 May 2014 - 03:42 AM.
#20
Posted 05 May 2014 - 03:47 AM
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