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Matchmaker Adjustment 3/3/3/3

Balance Gameplay Metagame

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#61 BLOOD WOLF

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Posted 20 June 2014 - 11:09 PM

View PostSandpit, on 20 June 2014 - 11:01 PM, said:

because some of us don't agree with pgi?
because it's our feedback?
because we ahve just as much right to give suggestions and feedback as you do?
because that's exactly what these forums are supposed to be for?
thank you for contributing but there's no need for hostility. just because I don't like the MM system and you do is no reason to get all huffy

The rule of 3 system is going to marginally improve the tonnage discrepancy that CAN occur at the moment. That's it. This system needs a much bigger overhaul than that to do things like

Improve NPE
Improve retention
Mitigate ROFLSTOMP

The rule of 3 will NOT do that. Hence we "argue" to PGI that their system is not going to improve things much if any and their limited (they're the ones always claiming "we're looking for employees, we're so small of a company our resources are limited") would be MUCH better off being used in other areas and implementing an entirely different MM system. That's why I "argue"

It is not supposed to do all that. Just provide Balance between the weight classes of the two teams.

Nobody is getting "Hostile", the fact is your arguing for things it is not meant to do. As I just explained it is just supposed to make sure both teams have equal variables in class restriction.

your so called feedback is a clever way to keep picking at something that doesn't fit your criteria, all the while because it does not do the things you are suggestion gives you the ability to say it doesn't work.

It balances the teams in terms of classes, restricts a team from having more of any 3 in a class. Leave it at that.

Edited by BLOOD WOLF, 20 June 2014 - 11:18 PM.


#62 Dymlos2003

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Posted 20 June 2014 - 11:19 PM

View PostBLOOD WOLF, on 20 June 2014 - 11:09 PM, said:

It is not supposed to do all that. Just provide Balance between the weight classes of the two teams.

Nobody is getting "Hostile", the fact is your arguing for things it is not meant to do. As I just explained it is just supposed to make sure both teams have equal variables in class restriction.

your so called feedback is a clever way to keep picking at something that doesn't fit your criteria, all the while because it does not do the things you are suggestion gives you the ability to say it doesn't work.

It balances the teams in terms of classes, restricts a team from having more of any 3 in a class. Leave it at that.


That's all it was ever supposed to do.

#63 MischiefSC

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Posted 20 June 2014 - 11:21 PM

@Sandpit;

Blood Wolf pretty much hit it.

Are there more complex or resource-intensive solutions? Sure! DOT on clan ACs and weapons is a great one - it's what the IS should have been from day one.

In terms of a matchmaker solution however 3/3/3/3 is a brilliant one. It's not about trying to completely change the meta or rebalance mechs and equipment, simply provide a more balanced matchmaking experience with a bit more room for things other than peak meta. Peak meta will always be peak meta, unless you get into changing weapon balancing.... which, effectively, just changes it from one thing to another.

What you want from the matchmaker is simply to make breathing room for all the individual player choices. Any player choice that isn't peak meta tryhard grouping with VOIP is 'sandbagging' by the standards you put forward. Nothing else is going to change that in any way. It's not even, in the end, part of the equation.

What is part of the equation however is just how much of an impact your deciding to take a Dragon is for your team. you may like Dragons. May find them fun - if not your best killing mech. In the current system, or just about any other option put forward, taking a Dragon puts your team down a Banshee/Dire Wolf/Victor and has a huge impact. All a 'tonnage matching' system would do is give the other team 2 poptart victors instead of 2 banshees. A 'weightclass for weightclass' system still leaves your light hunter and striker/skirmisher build pointless because the odds are good the other team will have, at most, 1 or 2 lights and a bunch of assaults, plus a poptart Shawk to offset your Kintaro.

3/3/3/3 works because when you take a Dragon the other team still only has 3 heavies, 3 assaults, 3 mediums and 3 lights. You're going to have a valuable role you can still play - you're not instantly pointless on your own team because everyone is already fast, or your team is pure LRM boats and poptarts and you're the weakest link. It'll have 3 lights, 3 mediums and 2 other heavies, plus 3 assaults. So will the other team. You'll have 3 mediums to run off from your teams assaults and slow heavies. 3 enemy lights you know will be in each match you can spray SSRM fire at.

What it does is mitigate the impact of any 1 poor choice of what to bring, any 1 sub-par mech. Not just that but it guarantees that the other team will have something suitable for you to shoot at.

Did you play on the PTS? With no KDR to care about people played more bravely. They played non-meta mechs because they played what was fun. When you mitigate the impact of playing sub-peak mechs, reduce that impact even a little, you get more total people playing them.

#64 Sandpit

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Posted 20 June 2014 - 11:33 PM

View PostMischiefSC, on 20 June 2014 - 11:21 PM, said:

@Sandpit;

Blood Wolf pretty much hit it.
length

there are many who disagree and no amount of "I don't like your feedback so I'm going to try and get it dismissed as

Quote

[color=#959595]your so called feedback[/color]

is going to change that, nor will it change the fact that I have never, not once made light of, dismissed, or tried to invalidate either of you for your opinions although you both seem very content to try and dismiss anyone who doesn't agree with you because their feedback is somehow less valid than yours. Funny how that always seems to work out...

thanks for participating in the thread though guys, YOUR feedback was appreciated even if I didn't agree with it. So now how does everyone else feel about the rule of 3?
what are some of your suggestions on how to improve the MM system?

#65 MischiefSC

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Posted 20 June 2014 - 11:44 PM

View PostSandpit, on 20 June 2014 - 11:33 PM, said:

there are many who disagree and no amount of "I don't like your feedback so I'm going to try and get it dismissed as

is going to change that, nor will it change the fact that I have never, not once made light of, dismissed, or tried to invalidate either of you for your opinions although you both seem very content to try and dismiss anyone who doesn't agree with you because their feedback is somehow less valid than yours. Funny how that always seems to work out...

thanks for participating in the thread though guys, YOUR feedback was appreciated even if I didn't agree with it. So now how does everyone else feel about the rule of 3?
what are some of your suggestions on how to improve the MM system?


Lemme clarify this - I don't agree with trying to belittle or dismiss your opinions, simply that the focus of the MM is just to match up 3/3/3/3 - that's all it's trying to fix. The benefits of that are significant compared to what a simple change it is. I agree completely that bigger, more complex changes would (hopefully, depending on what it is) provide bigger and more complex benefits.

It's about bang for your buck. 3/3/3/3 provides a lot of bang for the buck. That's why I'm a big fan of it. The matches of it I've played were awesome.

It's also important to understand that I'm all for 3/3/3/3 in pug matches - not CW.

#66 BLOOD WOLF

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Posted 20 June 2014 - 11:45 PM

It has nothing to do with invalidating opinions, but i appreciate the courtesy. This is however; not a matter of opinion and this is not subjective.

please do not feel as if i am trying be dismissive or hostile because I argue against your points. I just read, evaluate, and then reply.

Edited by BLOOD WOLF, 20 June 2014 - 11:54 PM.


#67 YueFei

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Posted 21 June 2014 - 12:36 AM

I drive Mediums more than anything else. Since the stat reset I've driven the Centurion more than any other mech I have. And I hope 3/3/3/3 *never* makes into this game.

Because it would mean PGI gave up on Role Warfare.

Frankly I think PGI already gave up on Role Warfare. Putting in a silly restriction like 3/3/3/3 is just insulting, especially to the folks who became Founders and funded this game at its inception, based on those very promises.

#68 DeathlyEyes

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Posted 21 June 2014 - 02:20 AM

My biggest fear is that 3/3/3/3 will force high ELO groups into playing 3 assault 1 heavy or a mixture combination to ensure the bulk of their teams firepower is in competent hands. I worry that if the ELO system works the way it does now, if I drop 3 mediums 1 heavy or some other lighter combination the enemy team will have 3 dragon slayers 1 Timberwolf in their premade. Then my team has some random pugs scattered around in assaults and get ripped up and die doing virtually nothing and all that's left is not very much tonnage. The only 3 assault mechs on a team is a lot of tonnage to give up to potentially totally incompetent players.

#69 Deathlike

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Posted 21 June 2014 - 03:14 AM

View PostSLDF DeathlyEyes, on 21 June 2014 - 02:20 AM, said:

My biggest fear is that 3/3/3/3 will force high ELO groups into playing 3 assault 1 heavy or a mixture combination to ensure the bulk of their teams firepower is in competent hands. I worry that if the ELO system works the way it does now, if I drop 3 mediums 1 heavy or some other lighter combination the enemy team will have 3 dragon slayers 1 Timberwolf in their premade. Then my team has some random pugs scattered around in assaults and get ripped up and die doing virtually nothing and all that's left is not very much tonnage. The only 3 assault mechs on a team is a lot of tonnage to give up to potentially totally incompetent players.


Sadly, I agree. It is actually in the "best interest" of a premade to control the most of the important firepower (3 Assaults + 1 Heavy, 3 Heavy + 1 Assault, 2 Assault + 2 Heavy) and NOT leave it to the solo PUG's hand. Remember that this system calls for 1 premade on each side and having the rest filled with solo PUGs... this has actual implications/ramifications that goes beyond "I hope I don't get a terrible solo PUG teammates"... rather it'll become more like "I hope my premade is better than their premade".


View PostMischiefSC, on 20 June 2014 - 11:21 PM, said:

@Sandpit;

Blood Wolf pretty much hit it.

Are there more complex or resource-intensive solutions? Sure! DOT on clan ACs and weapons is a great one - it's what the IS should have been from day one.

In terms of a matchmaker solution however 3/3/3/3 is a brilliant one. It's not about trying to completely change the meta or rebalance mechs and equipment, simply provide a more balanced matchmaking experience with a bit more room for things other than peak meta. Peak meta will always be peak meta, unless you get into changing weapon balancing.... which, effectively, just changes it from one thing to another.

What you want from the matchmaker is simply to make breathing room for all the individual player choices. Any player choice that isn't peak meta tryhard grouping with VOIP is 'sandbagging' by the standards you put forward. Nothing else is going to change that in any way. It's not even, in the end, part of the equation.

What is part of the equation however is just how much of an impact your deciding to take a Dragon is for your team. you may like Dragons. May find them fun - if not your best killing mech. In the current system, or just about any other option put forward, taking a Dragon puts your team down a Banshee/Dire Wolf/Victor and has a huge impact. All a 'tonnage matching' system would do is give the other team 2 poptart victors instead of 2 banshees. A 'weightclass for weightclass' system still leaves your light hunter and striker/skirmisher build pointless because the odds are good the other team will have, at most, 1 or 2 lights and a bunch of assaults, plus a poptart Shawk to offset your Kintaro.

3/3/3/3 works because when you take a Dragon the other team still only has 3 heavies, 3 assaults, 3 mediums and 3 lights. You're going to have a valuable role you can still play - you're not instantly pointless on your own team because everyone is already fast, or your team is pure LRM boats and poptarts and you're the weakest link. It'll have 3 lights, 3 mediums and 2 other heavies, plus 3 assaults. So will the other team. You'll have 3 mediums to run off from your teams assaults and slow heavies. 3 enemy lights you know will be in each match you can spray SSRM fire at.

What it does is mitigate the impact of any 1 poor choice of what to bring, any 1 sub-par mech. Not just that but it guarantees that the other team will have something suitable for you to shoot at.

Did you play on the PTS? With no KDR to care about people played more bravely. They played non-meta mechs because they played what was fun. When you mitigate the impact of playing sub-peak mechs, reduce that impact even a little, you get more total people playing them.


This starts to break down at higher levels of play.

I remember MM v2 fondly. This was "weight class" matching where IT WAS GUARANTEED that for every mech in a particular weight class on one side would have the SAME # of that on the other side.

Back when we had fewer mechs to choose from, it LITERALLY became a decision to see how much a team is crippled... for every Awesome that COULD be fielded, a Stalker or Atlas SHOULD have been fielded. For every Dragon that COULD be fielded, a Cataphract or Catapult SHOULD have been fielded.

Most matches were decided between who "picked the better mechs", assuming skill was equal.

While we do not suffer from mech variety now, the META however limits what is actually produced at higher levels of play. As much as I'd like more Quickdraws fielded, they are a general hindrance if I could have fielded a Cataphract as I have an expectation that someone taking a sup-par mech BETTER HOLD THEIR WEIGHT in matches. So while I don't care for Dragons as much, it disappoints some people if they don't pull their own weight in combat. Since most of those mechs and players generally DO NOT PULL THEIR OWN WEIGHT, it usually translates into disdain for those people who play their "sub-optimal" mechs.

I don't entirely care what people take into matches... but if I see a premade of 3 Lolcusts in combat AND we lose... I can probably easily point to why we lost. At higher Elo levels, MECH SELECTION matters.

That's also why tonnage limits would be an improvement over 3/3/3/3. While I don't see a reason when a Lolcust is being fielded, I value the Commando being fielded if it means that a Highlander, Stalker, or Banshee can be fielded. There's value in that. 3/3/3/3 punishes players that go into sub-optimal mechs, because there's nothing actually gained by that. In tonnage limits, you "gain" a balance of power when trading out actual tonnage as compensation. It's not perfect (because the Victor is still better than the Awesome), but there's actual meaningful tradeoffs.

Edited by Deathlike, 21 June 2014 - 03:23 AM.


#70 Artgathan

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Posted 21 June 2014 - 05:10 AM

View PostMischiefSC, on 20 June 2014 - 11:21 PM, said:

@Sandpit;

Blood Wolf pretty much hit it.

Are there more complex or resource-intensive solutions? Sure! DOT on clan ACs and weapons is a great one - it's what the IS should have been from day one.

In terms of a matchmaker solution however 3/3/3/3 is a brilliant one. It's not about trying to completely change the meta or rebalance mechs and equipment, simply provide a more balanced matchmaking experience with a bit more room for things other than peak meta. Peak meta will always be peak meta, unless you get into changing weapon balancing.... which, effectively, just changes it from one thing to another.

What you want from the matchmaker is simply to make breathing room for all the individual player choices. Any player choice that isn't peak meta tryhard grouping with VOIP is 'sandbagging' by the standards you put forward. Nothing else is going to change that in any way. It's not even, in the end, part of the equation.

What is part of the equation however is just how much of an impact your deciding to take a Dragon is for your team. you may like Dragons. May find them fun - if not your best killing mech. In the current system, or just about any other option put forward, taking a Dragon puts your team down a Banshee/Dire Wolf/Victor and has a huge impact. All a 'tonnage matching' system would do is give the other team 2 poptart victors instead of 2 banshees. A 'weightclass for weightclass' system still leaves your light hunter and striker/skirmisher build pointless because the odds are good the other team will have, at most, 1 or 2 lights and a bunch of assaults, plus a poptart Shawk to offset your Kintaro.

3/3/3/3 works because when you take a Dragon the other team still only has 3 heavies, 3 assaults, 3 mediums and 3 lights. You're going to have a valuable role you can still play - you're not instantly pointless on your own team because everyone is already fast, or your team is pure LRM boats and poptarts and you're the weakest link. It'll have 3 lights, 3 mediums and 2 other heavies, plus 3 assaults. So will the other team. You'll have 3 mediums to run off from your teams assaults and slow heavies. 3 enemy lights you know will be in each match you can spray SSRM fire at.

What it does is mitigate the impact of any 1 poor choice of what to bring, any 1 sub-par mech. Not just that but it guarantees that the other team will have something suitable for you to shoot at.

Did you play on the PTS? With no KDR to care about people played more bravely. They played non-meta mechs because they played what was fun. When you mitigate the impact of playing sub-peak mechs, reduce that impact even a little, you get more total people playing them.


A simpler solution would be to just match classes like how the MM used to in closed beta.

That aside, why bring the Dragon when a Thunderbolt, Jagermech, Cataphract or Orion can do everything it does but with more armor / better guns?

#71 BLOOD WOLF

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Posted 21 June 2014 - 06:34 AM

A lot of words are being used here and there is much over complication. You cannot control what people will bring but you can make sure that each side of the table has the same parameters. If my team has 3/3/3/3 so should the enemy team. It is that simple anything else is over complication. Once again, you can not control what players will bring, if they choose to run a particular chassis because it is better then so be it. The point is and i repeat is just to make sure each side has the same number of light,medium,heavy, and assault mechs. the MM will try to match tonnage as closely as possible but nothing is 100%.

there are a multude of problems by matching by tonnage, not to mention the MM will not always get it right. Much safer to do 3's at least you know your gonna get the same classes on each side.

Edited by BLOOD WOLF, 21 June 2014 - 06:47 AM.


#72 krash27

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Posted 21 June 2014 - 07:05 AM

View PostSandpit, on 20 June 2014 - 11:33 PM, said:

there are many who disagree and no amount of "I don't like your feedback so I'm going to try and get it dismissed as

is going to change that, nor will it change the fact that I have never, not once made light of, dismissed, or tried to invalidate either of you for your opinions although you both seem very content to try and dismiss anyone who doesn't agree with you because their feedback is somehow less valid than yours. Funny how that always seems to work out...

thanks for participating in the thread though guys, YOUR feedback was appreciated even if I didn't agree with it. So now how does everyone else feel about the rule of 3?
what are some of your suggestions on how to improve the MM system?

I like the "idea" of the rule of 3. I am really looking forward to trying it myself to see how it performs.

However, if a particular drop passes a certain time value (which should be tweaked as we test it) then restrictions should be lifted to get the game going in pub games. CW will most likely be a different story.

As much as I hate to get stomped because my team has to much derp or I am the weak link, I think in the end, the game will need to launch with its best attempt at balance within a reasonable amount of time.
This is a damned if you do damned if you don't situation for PGI as people will rage due to perceived unbalanced matches on one hand, and on the other people will rage if the game takes to long to launch.

This situation is inevitable mister Sandpit.

Edited by krash27, 21 June 2014 - 07:05 AM.


#73 Mystere

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Posted 21 June 2014 - 07:11 AM

View PostMischiefSC, on 20 June 2014 - 02:08 PM, said:

3/3/3/3 is a brilliant solution to a number of problems.


Meh!

As a purely solo player who loves IS lights and (now) Clan mediums, I feel the 3/3/3/3 system is an unnecessary and unwanted crutch imposed on me by PGI as a result of the extra-whiny player base who cry for so-called "fair" games to account for their deficiencies (to put it ever so mildly). And when it returns, I predict the stomping will not end and these very same people will continue to whine ... even though looking into the mirror is probably the best solution.

I loved and still love going against the fatties ... ahem, I meant ... big baddies. IS Light wolfpacks are fun to go against too. As such, may 3/3/3/3 die a quick and gruesome death. Stillborn will even be better.

View PostMischiefSC, on 20 June 2014 - 02:08 PM, said:

You know the other team isn't going to be 10 assaults and 2 spotter ravens and that the other team will have 3 or 4 lights and 3 or 4 mediums, so you can pack a light hunter or fast harasser and know you'll have adequate targets.

It minimizes LRMs and poptarts and light swarms and assault rolls.


In short, the enemy composition will be predictable. Which translates to, as far as I am concerned anyway, boring!


View PostMischiefSC, on 20 June 2014 - 02:08 PM, said:

I'm of the opinion that CW should be anything goes so long as it's faction specific mechs on each side. For pugging though, 3/3/3/3 is excellent.


CW better be anything goes. Otherwise, it's double "Meh!".

Edited by Mystere, 21 June 2014 - 07:26 AM.


#74 Mystere

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Posted 21 June 2014 - 07:29 AM

View Postlockwoodx, on 20 June 2014 - 03:42 PM, said:

I can't wait for 3/3/3/3. It sounds like a refreshing change of pace and hope a stock queue shortly follows.


Which translates to more eSports -- something I did not go here for. :)

#75 Mystere

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Posted 21 June 2014 - 07:33 AM

View PostSandpit, on 20 June 2014 - 03:43 PM, said:

We can, however, point out how it's NOT going to solve the issues the devs have stated it will solve and that's what I'm pointing out here. I'm all for coming up with ways to help mitigate roflstomps and allow more variety in mechs in the game. This, however, is not going to achieve that.


Do you know what is the best way to mitigate roflstomps? It's by practicing more. Something people would rather ignore and instead just whine, whine and more whine :)

If people would only



#76 Dakshinamurthy

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Posted 21 June 2014 - 07:34 AM

Can someone explain to me what makes this complicated? Why can't we just make it so its roughly 25% of each class on average, or a cap of 50% heavies/assaults. It's not that you can't have a good game as a light or medium when its 70% heavies/assaults, its that it isn't fun. You can't go off on your own and maybe find another medium or light to engage or ambush, you sit tight and wait for your team to move forward and they invariably are going to fight like wildebeests against lions, always turning back at the last second, meaning it gets boring as hell. Even the matches you win you almost never survive. Change the system back to make the searches take longer for certain weights, as someone who plays assault often I would rather have a longer wait time and face a more balanced team.


As I understand this is an older more mature player base. Well then I can't be the only one who finds playing matches with 70% heavies/assaults totally lame. It isn't as fun its as simple as that.

#77 krash27

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Posted 21 June 2014 - 07:39 AM

View PostDakshinamurthy, on 21 June 2014 - 07:34 AM, said:

Can someone explain to me what makes this complicated? Why can't we just make it so its roughly 25% of each class on average, or a cap of 50% heavies/assaults. It's not that you can't have a good game as a light or medium when its 70% heavies/assaults, its that it isn't fun. You can't go off on your own and maybe find another medium or light to engage or ambush, you sit tight and wait for your team to move forward and they invariably are going to fight like wildebeests against lions, always turning back at the last second, meaning it gets boring as hell. Even the matches you win you almost never survive. Change the system back to make the searches take longer for certain weights, as someone who plays assault often I would rather have a longer wait time and face a more balanced team.


As I understand this is an older more mature player base. Well then I can't be the only one who finds playing matches with 70% heavies/assaults totally lame. It isn't as fun its as simple as that.


Unless your in a light scouting and/or sniping, I can't imagine how going off on your own in a tactical game is a good idea.

How can you ever be guaranteed to run into another lone light or medium? Properly played you should at least be facing the rest of his lance within 90 seconds of engagement.


You want a 1v1, play in the private lobbies, its the only way to guarantee a 1v1.

Edited by krash27, 21 June 2014 - 07:40 AM.


#78 Dakshinamurthy

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Posted 21 June 2014 - 07:42 AM

The point is if the other team is 50% lights/mediums and you are medium or a light you actually have a significant impact. If both you and the other team are only 25% lights/mediums none of you really have much of an effect, you are worth far less than everyone else. Obviously if you play a light or a medium you will always be worth far less to your team, but now its just completely out of whack.

Again I can't be the only person who finds playing matches with a balanced number of lights/mediums/heavies/assaults vastly more fun right? I find it farcical I even have to make these points and ask that question but it seems on the forums even the most simple things need to be laid out clearly to be understood.

Edited by Dakshinamurthy, 21 June 2014 - 07:44 AM.


#79 Mystere

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Posted 21 June 2014 - 07:43 AM

View PostMischiefSC, on 20 June 2014 - 06:36 PM, said:

The 3/3/3/3 matches that have come up so far, the few we've had, were awesome. Flat out awesome. Tactical and the best thinking-pug matches I've ever had. Just wait and see. While not perfect, it's a hell of a lot better than what we've got now.


Wasn't it up for only a very short time before the meltdown? If so, just how many matches were you able to squeeze during that short period? Do you think that was a good sample size?

In other words, is it possible that your "Flat out awesome" few matches were just sheer luck and not really due to 3/3/3/3?

Edited by Mystere, 21 June 2014 - 07:46 AM.


#80 BLOOD WOLF

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Posted 21 June 2014 - 07:46 AM

View PostMystere, on 21 June 2014 - 07:43 AM, said:


Wasn't it up for only a very short time before the meltdown? If so, just how many matches were you able to squeeze during that short period? Do you think that was a good sample size?

yea, I would say the matches were really enjoyable. Not only that they seemed to last a bit longer.





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