#181
Posted 02 July 2014 - 08:41 PM
#182
Posted 02 July 2014 - 08:43 PM
Roadkill, on 02 July 2014 - 08:38 PM, said:
4x3 was pretty useless. We had many games with only a single assault on our side. Faced 5 assaults a couple of times. Faced one team that seemed like it was 6 Timber Wolves and 6 Novas, but it probably wasn't... they just steamrolled us so fast that I never saw anything else.
Main difference was that I saw far more Clan Mechs tonight that before. No idea why that would be, but the odd IS Mech was rare enough to stand out.
I strongly suspect Elo affects it. We had pretty strict 3x4 and it was pretty awesome. All very hard-fought, I don't think any ran less than 10 minutes. While most ended as rolls, only 1 was a matter of a one sided fight - the others were just the tipping of attrition. Winning teams likely had nobody over 60% health.
Now I'm pugging, will see how it goes.
#183
Posted 02 July 2014 - 08:44 PM
6+ man apparently is a bucket of laughs.
2man is in the sh!thouse
#184
Posted 02 July 2014 - 08:46 PM
Otherwise the group queue isn't bad, the players are generally of a higher standard than the riff raff in the solo queue. They'll even follow good ideas. Ran into a couple 8 or 9 man groups while playing with a friend, but we put up a good fight and managed to win a few. The higher grade of players who go through the trouble to form teams raises the bar.
Did much better as a 2-man in the group queue than solo pugging with the idiots.
Edited by PanchoTortilla, 02 July 2014 - 08:52 PM.
#185
Posted 02 July 2014 - 08:46 PM
Honestly? Most the top Elo players and pugstomping ninja squads are now completely out of the solo queue.
Like ******* Christmas man. Christmas.
#186
Posted 02 July 2014 - 09:01 PM
#187
Posted 02 July 2014 - 09:02 PM
#188
Posted 02 July 2014 - 09:03 PM
Edited by Choice, 02 July 2014 - 09:04 PM.
#189
Posted 02 July 2014 - 09:15 PM
Rebas Kradd, on 02 July 2014 - 09:02 PM, said:
All I can say man is don't give up. From someone on a comp team in comp play style unit don't give up. Yes it's rough and you get beat, but learn from the matches. Look at the tactics used and how mechs play into them. Formulate your drop comp around a theme such as sniping, fast brawlers, heavy brawlers etc. If you can talk to the teams you just faced and get feedback about what they saw you did wrong. Also make sure you have 1 guy calling the main force with another guy calling your lights when scouting. Make sure you guys practice focus firing specific mechs called and specific open components.
Remember to target squishy mechs like jagers, pheacts, pults, Hunchies, and Atlai first. They put out most damage if ignored. Also if you can't fire on primary target shoot a light mech as you position to find that target again.
Any other question feel free to ask.
#190
Posted 02 July 2014 - 09:17 PM
Choice, on 02 July 2014 - 09:03 PM, said:
COD? Never played that before, i just don't think it is fair to have small groups matched against larger teams. One of my recent groupmates, has been playing MWO for just over a week. The other two like me have been around since beta on and off but none of us are super high end players, we're just here for a bit of fun.
#191
Posted 02 July 2014 - 09:21 PM
#192
Posted 02 July 2014 - 09:21 PM
True poetic justice.
When people would say it's not fair their 4 man has to face larger premades, but then want to just be able to play in the solo queue... I just cracked up laughing every time.
#193
Posted 02 July 2014 - 09:26 PM
Also, wouldn't 12-man groups do exactly the same thing. Just on a (sort of) larger scale...as they're smashing all the smaller groups?
Edited by FaleBowt, 02 July 2014 - 09:41 PM.
#194
Posted 02 July 2014 - 09:27 PM
#195
Posted 02 July 2014 - 09:31 PM
Firemage, on 02 July 2014 - 09:17 PM, said:
COD? Never played that before, i just don't think it is fair to have small groups matched against larger teams. One of my recent groupmates, has been playing MWO for just over a week. The other two like me have been around since beta on and off but none of us are super high end players, we're just here for a bit of fun.
If you been playing since BETA then you should have already played 2-10. It was a sad day when they took it out. Now if they would just bring back re-arm, repair and knock down it would be a good game again.
#196
Posted 02 July 2014 - 09:33 PM
12 mans going up against mix groups like 3/3/4/2 is nothing but ragefuel. Doesn't matter how often it acutally happens, it will tear the forum apart. Prepare for like a thread a day. Or more.
#197
Posted 02 July 2014 - 09:39 PM
#198
Posted 02 July 2014 - 09:39 PM
BoomDog, on 02 July 2014 - 09:21 PM, said:
True poetic justice.
When people would say it's not fair their 4 man has to face larger premades, but then want to just be able to play in the solo queue... I just cracked up laughing every time.
I doubt very much that you read a single one, that or you missed just a little bit of context (hint: a lot).
No one is asking to have a four man against 12 pugs but they do want four on both sides, or fives, sixes etc etc. balance you see. Even number of people in the same drop on the same side in a pre-made in comms.
#199
Posted 02 July 2014 - 09:40 PM
In a 12/10-man vs 3x 4-mans the larger team is capable of greater coordination than 3+ separate groups. Not insurmountable but a significant disadvantage that will generally (75%+) end in the larger, more coordinated, group winning. This probably has more acceptable odds when it's 12/10-man vs 6+6 or 8+4 as there's a closer level of coordination.
I'd like to see the W/L stats for 12/10s vs any other combo (each group combination identified separately) so these arguements can be proven right or wrong.
#200
Posted 02 July 2014 - 09:43 PM
FaleBowt, on 02 July 2014 - 09:40 PM, said:
In a 12/10-man vs 3x 4-mans the larger team is capable of greater coordination than 3+ separate groups. Not insurmountable but a significant disadvantage that will generally (75%+) end in the larger, more coordinated, group winning. This probably has more acceptable odds when it's 12/10-man vs 6+6 or 8+4 as there's a closer level of coordination.
I'd like to see the W/L stats for 12/10s vs any other combo (each group combination identified separately) so these arguements can be proven right or wrong.
Drop Based Voip would fix this.(Almost all other Games have this)..They don't even need a Mic just listen to Commands is easier than typing
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