Pug Games Worse Than Ever
#201
Posted 10 July 2014 - 10:29 PM
any other tactics people can recommend?
Tyman
#203
Posted 10 July 2014 - 10:37 PM
WarZ, on 10 July 2014 - 10:29 PM, said:
I've been around the block with quite a number of clans, groups, teams.
It is amazing just how many "good" players do just that. Most take the easy meat happily. They'll do it all night long too. Putting groups in the group queue keeps people more honest.
No allowing ppl that want to join in the group que, makes us in the group que looking to drop happy.
#204
Posted 10 July 2014 - 10:38 PM
Tyman4, on 10 July 2014 - 10:29 PM, said:
any other tactics people can recommend?
Tyman
I like your style. But I may be biased.
I try not to be in the ball. Of course sometimes I am the ball.
#205
Posted 10 July 2014 - 10:40 PM
DaZur, on 10 July 2014 - 09:49 PM, said:
Uhhh... because you are playing a F2P product and the "grind" is an integral mechanic of the product?
You're really not listening to the people who have tried apparently in vain to explain the reality that Elo is not the boogieman... I'm not going to waste my time explaining it again because you clearly have drank the boogieman Kool-Aid.
Why the hell would shooting noobs vs pros be anything to do with a grind? You get the same money if you shoot pros or noobs, just half the time your getting stomped or you are stomping them. Sorry but you are talking straight up TRASH.
WoT, WT, Dota 2, LoL, SC2, CS:GO games with or without grind do it better and fairer.
Oh and two of those games have repair and rearm, which requires 100x more grinding.
Edited by Karamarka, 10 July 2014 - 10:45 PM.
#206
Posted 10 July 2014 - 10:49 PM
Tyman4, on 10 July 2014 - 10:29 PM, said:
My experience doing this for a DW is that inevitably the DW pilot would do some weird stunt that gets both of us killed. I only had one positive experience on Crimson where the DW obviously knew what he was doing and we chewed apart a Timber Wolf. Otherwise, my PUG experience for DW is to well.. see if they are team players, and if they're not....
#207
Posted 11 July 2014 - 01:23 AM
#209
Posted 11 July 2014 - 01:31 AM
Sandpit, on 10 July 2014 - 08:46 PM, said:
PGI gives great lip service to improving the game for new players (Hey that's exactly why 3pv was implemented according to Russ) yet they've made very little in the way of attempts to actually do anything about it.
One would imagine that game would benefit quite a bit from more tutorials than the movement one (Hell, I'd even settle for a pinned forum post that describes (In an up to date fashion) all the convoluted mechanics and items that are in game) ... but apparently player retention is not a problem.
#210
Posted 11 July 2014 - 01:44 AM
#211
Posted 11 July 2014 - 01:45 AM
As for now, the first post in this topic has only 2 likes, the second post, telling that the game became better, has 21 like.
#212
Posted 11 July 2014 - 01:51 AM
My experience has been one of having relatively evenly matched teams fighting eachother. And I may be in noob city, I really have no idea where my skill is at. I don't think I've played enough in the period since they started messing about with all the ranking stuff. Only recently have I started playing anything resembling more than once a month since late beta/shortly post launch.
Maybe it's just the nature of this game that once one side starts to get it going the other buckles and runs in fear...
Edited by POWR, 11 July 2014 - 01:53 AM.
#213
Posted 11 July 2014 - 01:52 AM
Team Blue:
>someone types out a plan
>50-80% of the team thinks they know better and ignores this
>team runs up to "deathball" formation, leaving a string of assults/heavy mechs behind as they struggle to keep up
>enemy teams lights finds said, by now solo, assults/heavy mechs and chews them up
>team gets slaughtered when hit by the enemys fresh assults from the front and the now giddy lights from the flank/rear
>1-2 people on the team (usualy the first to die)yells something incoherent about noobs, useless team, worst team ever and so on
>the last light standing runs and hides
>7-10 min of enemy team chasing the light
Repeat.
Pug games are not that much worse then "ever", its just that the somewhat structured input/gameplay from the 2-4man groups have vanished. This is actually a good thing (in a way) since it makes Team Blue and Team Red both suffering from the same problems instead of the random draw which side has the "best" premade to help them out.
There are exceptionally good players that solo all the time, no question about it, hell when I solo I run into them all the time (and get blasted into oblivion by them) but a premade group did offer a touch of organization that could be helpful to gather around.
(actually, when I think about it, most group queue games I see looks like this too unless there is a dominant 5+ group on the team....)
#214
Posted 11 July 2014 - 01:58 AM
Sometimes I put my commander hat on and I must admit it is getting better, people actually listen to what I have to say .
#215
Posted 11 July 2014 - 03:30 AM
#216
Posted 11 July 2014 - 04:30 AM
Cavendish, on 11 July 2014 - 01:52 AM, said:
Team Blue:
>someone types out a plan
>50-80% of the team thinks they know better and ignores this
>team runs up to "deathball" formation, leaving a string of assults/heavy mechs behind as they struggle to keep up
>enemy teams lights finds said, by now solo, assults/heavy mechs and chews them up
>team gets slaughtered when hit by the enemys fresh assults from the front and the now giddy lights from the flank/rear
>1-2 people on the team (usualy the first to die)yells something incoherent about noobs, useless team, worst team ever and so on
>the last light standing runs and hides
>7-10 min of enemy team chasing the light
Repeat.
Pug games are not that much worse then "ever", its just that the somewhat structured input/gameplay from the 2-4man groups have vanished. This is actually a good thing (in a way) since it makes Team Blue and Team Red both suffering from the same problems instead of the random draw which side has the "best" premade to help them out.
There are exceptionally good players that solo all the time, no question about it, hell when I solo I run into them all the time (and get blasted into oblivion by them) but a premade group did offer a touch of organization that could be helpful to gather around.
(actually, when I think about it, most group queue games I see looks like this too unless there is a dominant 5+ group on the team....)
I don't buy the idea that premades provided any structure at all. I've played many hundreds of pug matches and can't recall the last time a premade communicated with the team in even the most basic fashion.
#217
Posted 11 July 2014 - 05:33 AM
#218
Posted 11 July 2014 - 05:44 AM
#219
Posted 11 July 2014 - 05:57 AM
#220
Posted 11 July 2014 - 05:59 AM
I too am doing laughably well against the solo que. But it's BAD FOR THE GAME. My concern is not my personal performance, but that my monetary investment was not wasted. I truly enjoy MW games, and while I may disagree with some about mechanics, features, etc, I don't want them to fail and disappear. The current "solo" new guy que is not going to help that, and nor is it really "fun" for veteran players
I'm not going to rehash yet again why I'm playing solo, but the game needs better balance and a better way to assemble games to keep folks coming back for more.
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