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Groups In Different Lances
#1
Posted 03 July 2014 - 03:17 PM
There has been concerns raised regarding players in groups being split into different lances.
This occurence is exclusive to the group queue as a result of the method in which the matchmaker puts together teams.
An example case would be in a setup including a group of 4 players, two groups of 3 and a group of 2. The group of 4 would occupy the Alpha lance. The two groups of 3 would occupy the Bravo and Charlie lance. This would leave a single open space in each of the Bravo and Charlie Lances.
In this situation, the group of 2 must be split to fill up those individual spaces in Bravo and Charlie lances. The system always breaks apart the smallest group, if it must.
The above could have also happen under the old matchmaker and did so under less frequent circumstances. The additional matchmaking conditions in this iteration means that it will be a more frequent occurrence. A more common example would be the addition of Teams of 5-10, where any team of such size must be split between lances of 4.
#2
Posted 03 July 2014 - 03:21 PM
Don't even remotely mean to sass you, Niko. Just boggles my mind that folks are apparently incapable of basic math. Just...dang, man.
#3
Posted 03 July 2014 - 03:30 PM
#4
Posted 03 July 2014 - 03:32 PM
Edited by Cimarb, 03 July 2014 - 03:33 PM.
#5
Posted 03 July 2014 - 03:42 PM
Edited by Hellcat420, 03 July 2014 - 03:43 PM.
#6
Posted 03 July 2014 - 04:19 PM
#7
Posted 03 July 2014 - 05:11 PM
Nikolai Lubkiewicz, on 03 July 2014 - 04:38 PM, said:
Keeping in mind that we have a limit of three lances and four players per lance, and that we also want to keep matchmaking within acceptable time parameters: I'd invite you to offer a suggestion of how you would rather see this implemented.
The problem isn't that you put people in different lances, it's that the spawn points on some maps on Skirmish are just horrible. EG River city skirmish is totally out of place and 90% of people would say the spawn points for River city Assault are better. I have no problems with the new lance splits - as most people in teams are on voice coms, but a small tweak to the spawn points on maps would probably address this issue. Especially now that Direwolfs are so slow. You have to revise your entire operational plan, because the Direwolf spawned in a horrible place that will take it 3 minutes to long to catch up to the rest of the group.
#8
Posted 03 July 2014 - 05:18 PM
Nikolai Lubkiewicz, on 03 July 2014 - 04:38 PM, said:
Keeping in mind that we have a limit of three lances and four players per lance, and that we also want to keep matchmaking within acceptable time parameters: I'd invite you to offer a suggestion of how you would rather see this implemented.
Move all back to a single spawn point where the lances start closer together. Solves two problems. First the one mentioned here where lance mates are spread all over creation. Solves a second problem of Assaults spawning too far away from the rest of the team, being picked off before they can join up. The current mechanic is not viable for any other reason than starting what is supposed to be a team, far apart. Bad for the game, no value...please accept suggestion to move lances closer together. Win-win for all.
#9
Posted 03 July 2014 - 05:26 PM
WM Wraith, on 03 July 2014 - 05:18 PM, said:
Move all back to a single spawn point where the lances start closer together. Solves two problems. First the one mentioned here where lance mates are spread all over creation. Solves a second problem of Assaults spawning too far away from the rest of the team, being picked off before they can join up. The current mechanic is not viable for any other reason than starting what is supposed to be a team, far apart. Bad for the game, no value...please accept suggestion to move lances closer together. Win-win for all.
I would have to agree with this. I know it is random, but the slow Assaults ALWAYS seem to be put in the lance farthest away from, well, everything.
#10
Posted 03 July 2014 - 05:33 PM
#11
Posted 03 July 2014 - 06:21 PM
Nikolai Lubkiewicz, on 03 July 2014 - 04:38 PM, said:
Keeping in mind that we have a limit of three lances and four players per lance, and that we also want to keep matchmaking within acceptable time parameters: I'd invite you to offer a suggestion of how you would rather see this implemented.
Hi Niko, there should be option for Delta Lance to cater for the issue you mention above.
#12
Posted 03 July 2014 - 06:52 PM
WM Wraith, on 03 July 2014 - 05:18 PM, said:
Move all back to a single spawn point where the lances start closer together. Solves two problems. First the one mentioned here where lance mates are spread all over creation. Solves a second problem of Assaults spawning too far away from the rest of the team, being picked off before they can join up. The current mechanic is not viable for any other reason than starting what is supposed to be a team, far apart. Bad for the game, no value...please accept suggestion to move lances closer together. Win-win for all.
Cimarb, on 03 July 2014 - 05:26 PM, said:
Zfailboat, on 03 July 2014 - 05:33 PM, said:
Niko, I can't emphasise these posts enough.
The current spawn points where an interesting play, but they're highly problematic with larger groups and of course as WM Wraith says there's a VERY serious issue right now even in the Solo queue where if you've taken a slow mech, and get dropped in the distant drop point (most maps have one lance dropped far from the rest) you're pretty much doomed from the start, as a fast moving enemy team can isolate and crush that distant lance. Players all know how this works, so faster mechs in the distant lance tend to book ass immediately to rejoin the team, leaving the slow assaults to their death. This, because they understand staying with the Assaults won't help, as the resulting 8v4 will be very onesided anyways.
As said, the spawn points don't need to be on top of each other, but do need to be close enough that players can quickly reposition at the start of the match, or at least don't need to worry about having literally no chance to join up with their team.
Alpine is a very good example of how this works. Terra Therma, too.
The spawn points need to be looked at.
#13
Posted 04 July 2014 - 03:47 AM
#14
Posted 04 July 2014 - 04:02 AM
Nikolai Lubkiewicz, on 03 July 2014 - 04:38 PM, said:
Keeping in mind that we have a limit of three lances and four players per lance, and that we also want to keep matchmaking within acceptable time parameters: I'd invite you to offer a suggestion of how you would rather see this implemented.
Stars for Clan 5mens?
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
That would be 12vs10 however..
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/sleep.png)
Edited by CyclonerM, 04 July 2014 - 04:03 AM.
#15
Posted 04 July 2014 - 04:03 AM
Vassago Rain, on 04 July 2014 - 03:47 AM, said:
I have to agree, if you are grouped with people then you really should be on some kind of voice communications therefore you shouldnt have a problem at all coordinating your small group.
And dont say you cant voice chat to people over the internet... That technology has been around for so many years and there are so many free programs.
#16
Posted 04 July 2014 - 04:13 AM
Hellcat420, on 03 July 2014 - 03:42 PM, said:
*META, JUMPSNIPER, CHEESELOVER DETECTED*
The matchmaker is fine, your post was garbage.
#17
Posted 04 July 2014 - 04:19 AM
MonkeyCheese, on 04 July 2014 - 04:03 AM, said:
I have to agree, if you are grouped with people then you really should be on some kind of voice communications therefore you shouldnt have a problem at all coordinating your small group.
And dont say you cant voice chat to people over the internet... That technology has been around for so many years and there are so many free programs.
We usually drop in uniform, too.
#18
Posted 04 July 2014 - 04:39 AM
MonkeyCheese, on 04 July 2014 - 04:03 AM, said:
I have to agree, if you are grouped with people then you really should be on some kind of voice communications therefore you shouldnt have a problem at all coordinating your small group.
And dont say you cant voice chat to people over the internet... That technology has been around for so many years and there are so many free programs.
Couldn`t agree more.. last night we ran between 8 and 10 players, and when running 9 or 10 it wasn`t uncommon for the smaller group to take lead and reaggrange **** to their liking.
We couldn`t have cared less, because that`s what voice comms are for. If they gave up lead and someone was ocd about it it got rearranged, otherwise we just didn`t care.
What I have a bigger problem understanding is why the devs actually have to explain why trying to fit numbers smaller or larger than four into 3 perfect fours causes the need for division and afddition... what is this, 2nd grade math class?
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/blink.png)
#19
Posted 04 July 2014 - 05:56 AM
Vassago Rain, on 04 July 2014 - 04:19 AM, said:
We usually drop in uniform, too.
It is usually my offensive paint schemes that make me stick out for the people I drop with
And when I say offensive I really mean it
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/laugh.png)
Edited by MonkeyCheese, 04 July 2014 - 05:59 AM.
#20
Posted 04 July 2014 - 06:07 AM
Regards MP
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