Seriously, wtf is wrong with the matchmaker?? MWO is unplayable right now.
I just had a match with:
My Team: 0 Assaults, 8 Heavys, 3 Mediums, 1 Light
against
The enemy Team: 1 Assault, 2 Heavys, 5 Mediums, 4 Lights.
WTF. Seriously.


Matchmaker At Its Worst
Started by Rise or Die, May 21 2014 05:26 AM
1 reply to this topic
#1
Posted 21 May 2014 - 05:26 AM
#2
Posted 21 May 2014 - 05:49 AM
SLDF DeathlyEyes, on 21 May 2014 - 03:48 AM, said:
Instead of mucking around with 3/3/3/3, which seemed like a doomed concept from the start, I suggest you focus your attention elsewhere. A dropship mode was discussed in various interviews early on in development. Adding this game mode would alleviate a lot of strain on the matchmaker. Instead of trying to match tonnages a tonnage limit could be instituted in a players dropship. A player could easily be restricted to 200 tons or any other weight. He/she would then be responsible for tradeoffs such as having more mechs or having the ability to take a heavier mech.
This game mode would also have numerous beneficial side effects. One such side effect is reducing the effectiveness of ammo based mechs. Autocannons would no longer be as much of an issue. The reason they were niche weapons in battletech is because engagements were often long drawn out conflicts. With the prospect of 48 mechs attacking from the other team, ammo dependent builds would become less desirable.
This would also reduce the tendency of matches to be one sided. A major reason for the one sided matches is that often times a few mechs are lost early. This reduces the targets and firepower of one team significantly allowing the remaining players to be focused down. With dropship mode, players would be able to drop into combat again with a new mech bringing the fighting strength of their team back to par with the other.
Here are some of my personal suggestions for game play rules:
Skirmish: Deathmatch style combat with no focus. 30 minute time limit. If not all mechs are destroyed on one team, the winner will be determined by the amount of tonnage destroyed.
Conquest: A basic 30 minute match of conquest. Double or even triple the resource limit.
Assault: 30 minute match of dropship assault. Both dropships are on the ground, winner destroys the other teams dropship or all their mechs. If time expires winner is the one who destroyed the most tonnage, just the same as skirmish.
Dropship mode would create incentives for players to use a variety of mechs without instituting strict tonnage limits, allowing players to play how they want with various pros and cons. It would remian true to sim style combat without becoming an overly arcadey respawn deathmatch. As it stands the no respawn model in pug queue is failing miserably. I think it's time to try something else.
Finally. If the issue with this mode is a monetary reason, ie PGI can't justify making this game mode because it feels it would not profit from it. Look at it this way. As it stands I only have 1 set of modules that I move from mech to mech. I only have a few engines, most of my mechs share engines and I swap them around. I only have a few mechs because those are the mechs that actually work right now. By adding this game mode you are encouraging players to keep multiple sets of modules and pretty much forcing players to keep multiple mechs stocked. The tonnage limit means mechs that aren't necessary optimal for their weight class could be desirable to fill out those last few left over tons. This means more premium time will be used to earn Cbills. More mechs will be bought for MC and more mech bays will be needed to house those mechs.
This game mode would also have numerous beneficial side effects. One such side effect is reducing the effectiveness of ammo based mechs. Autocannons would no longer be as much of an issue. The reason they were niche weapons in battletech is because engagements were often long drawn out conflicts. With the prospect of 48 mechs attacking from the other team, ammo dependent builds would become less desirable.
This would also reduce the tendency of matches to be one sided. A major reason for the one sided matches is that often times a few mechs are lost early. This reduces the targets and firepower of one team significantly allowing the remaining players to be focused down. With dropship mode, players would be able to drop into combat again with a new mech bringing the fighting strength of their team back to par with the other.
Here are some of my personal suggestions for game play rules:
Skirmish: Deathmatch style combat with no focus. 30 minute time limit. If not all mechs are destroyed on one team, the winner will be determined by the amount of tonnage destroyed.
Conquest: A basic 30 minute match of conquest. Double or even triple the resource limit.
Assault: 30 minute match of dropship assault. Both dropships are on the ground, winner destroys the other teams dropship or all their mechs. If time expires winner is the one who destroyed the most tonnage, just the same as skirmish.
Dropship mode would create incentives for players to use a variety of mechs without instituting strict tonnage limits, allowing players to play how they want with various pros and cons. It would remian true to sim style combat without becoming an overly arcadey respawn deathmatch. As it stands the no respawn model in pug queue is failing miserably. I think it's time to try something else.
Finally. If the issue with this mode is a monetary reason, ie PGI can't justify making this game mode because it feels it would not profit from it. Look at it this way. As it stands I only have 1 set of modules that I move from mech to mech. I only have a few engines, most of my mechs share engines and I swap them around. I only have a few mechs because those are the mechs that actually work right now. By adding this game mode you are encouraging players to keep multiple sets of modules and pretty much forcing players to keep multiple mechs stocked. The tonnage limit means mechs that aren't necessary optimal for their weight class could be desirable to fill out those last few left over tons. This means more premium time will be used to earn Cbills. More mechs will be bought for MC and more mech bays will be needed to house those mechs.
http://mwomercs.com/...33-alternative/
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