I've thought about this quite a bit... The only issue is this:
Ignore the top bit about match balance, and cast your eyes over the class balance bits. Look at that Clan top end, and compare it to the bottom half. It seems like lots of Clanners like their heavies and assaults.
If you force the MM to compensate, there will likely just be far, far longer wait times for everyone, before the sorcery responsible for slotting us into matches simply gives up and throws us at the nearest lance of MadCats anyway.
I really think this will sort itself out (somewhat) when more Clan mechs are released - either existing ones for CBills, or brand new mechs like those in wave 2.
What remains to be seen is how competitive they are. If the Clan wave 2 bottom half are anything like the Nova, Fox or Adder... then we may end up with stats worse than they are now.
/SOBERINGTHOUGHT
3
If Not 12 Vs 10 Then 3/3/3/3 Vs 4/4/2/2
Started by Rusty Nails, Sep 23 2014 10:30 AM
27 replies to this topic
#21
Posted 23 September 2014 - 10:37 PM
#22
Posted 23 September 2014 - 10:44 PM
I feel 5-12 can be close matches if your only looking at the end results.
#23
Posted 23 September 2014 - 11:51 PM
Is the MM supposed to deviate from 4x3? I had a solo match tonight that had 4 assault, 4 heavy, 3 mediums, and 1 light on both teams.
Regarding the whole "programming nightmare" thing...I continue to be amazed at PGI's complete lack of project planning for the future of their product. I wish I could find the article or post or whatever it was that talked about this randomizing "matchmaker" being thrown together so that people could play the game at some event/show/demo early in development out in California. It was explained as a temporary thing at best. Then they put it out so people could test the game engine in closed beta. Then somewhere along the line this temporary random thing ended up being the core of the game because they can't figure out what the hell they are doing or how to properly create anything better. /rant
Regarding the whole "programming nightmare" thing...I continue to be amazed at PGI's complete lack of project planning for the future of their product. I wish I could find the article or post or whatever it was that talked about this randomizing "matchmaker" being thrown together so that people could play the game at some event/show/demo early in development out in California. It was explained as a temporary thing at best. Then they put it out so people could test the game engine in closed beta. Then somewhere along the line this temporary random thing ended up being the core of the game because they can't figure out what the hell they are doing or how to properly create anything better. /rant
#24
Posted 24 September 2014 - 01:29 AM
Kiiyor, on 23 September 2014 - 10:37 PM, said:
I've thought about this quite a bit... The only issue is this:
Ignore the top bit about match balance, and cast your eyes over the class balance bits. Look at that Clan top end, and compare it to the bottom half. It seems like lots of Clanners like their heavies and assaults.
If you force the MM to compensate, there will likely just be far, far longer wait times for everyone, before the sorcery responsible for slotting us into matches simply gives up and throws us at the nearest lance of MadCats anyway.
I really think this will sort itself out (somewhat) when more Clan mechs are released - either existing ones for CBills, or brand new mechs like those in wave 2.
What remains to be seen is how competitive they are. If the Clan wave 2 bottom half are anything like the Nova, Fox or Adder... then we may end up with stats worse than they are now.
/SOBERINGTHOUGHT
Ignore the top bit about match balance, and cast your eyes over the class balance bits. Look at that Clan top end, and compare it to the bottom half. It seems like lots of Clanners like their heavies and assaults.
If you force the MM to compensate, there will likely just be far, far longer wait times for everyone, before the sorcery responsible for slotting us into matches simply gives up and throws us at the nearest lance of MadCats anyway.
I really think this will sort itself out (somewhat) when more Clan mechs are released - either existing ones for CBills, or brand new mechs like those in wave 2.
What remains to be seen is how competitive they are. If the Clan wave 2 bottom half are anything like the Nova, Fox or Adder... then we may end up with stats worse than they are now.
/SOBERINGTHOUGHT
When you look at the basics such as weapons and the fact that XL's don't explode with one side torso being taken out, the clans have some advantage, how much that is worth I don't know but base on the second wave mechs with a medium that does +140kph which makes it the fastest med in the game and an ECM heavy that does +89 kph, I would say the Clan mechs will continue to be a cut above the IS.
#25
Posted 24 September 2014 - 01:32 AM
Rusty Nails, on 23 September 2014 - 10:51 AM, said:
Sorry, yes you are correct "Canon".
Yes, MWO is a "Team Game" based on a book series and game in which the clans value individual combat.
You say "Clan doesn't mean Win", do you also say the clan mech are equal to the IS mechs?
Yes, MWO is a "Team Game" based on a book series and game in which the clans value individual combat.
You say "Clan doesn't mean Win", do you also say the clan mech are equal to the IS mechs?
Sorry, I just could not resist Rusty.
#26
Posted 24 September 2014 - 01:38 AM
Xtrekker, on 23 September 2014 - 11:51 PM, said:
Is the MM supposed to deviate from 4x3? I had a solo match tonight that had 4 assault, 4 heavy, 3 mediums, and 1 light on both teams.
Regarding the whole "programming nightmare" thing...I continue to be amazed at PGI's complete lack of project planning for the future of their product. I wish I could find the article or post or whatever it was that talked about this randomizing "matchmaker" being thrown together so that people could play the game at some event/show/demo early in development out in California. It was explained as a temporary thing at best. Then they put it out so people could test the game engine in closed beta. Then somewhere along the line this temporary random thing ended up being the core of the game because they can't figure out what the hell they are doing or how to properly create anything better. /rant
Regarding the whole "programming nightmare" thing...I continue to be amazed at PGI's complete lack of project planning for the future of their product. I wish I could find the article or post or whatever it was that talked about this randomizing "matchmaker" being thrown together so that people could play the game at some event/show/demo early in development out in California. It was explained as a temporary thing at best. Then they put it out so people could test the game engine in closed beta. Then somewhere along the line this temporary random thing ended up being the core of the game because they can't figure out what the hell they are doing or how to properly create anything better. /rant
I don't know but I've had some drops that were not the right ratio also, but I really don't care about PUG games.
I'm talking about the community warefare drops that pit 12 IS mechs vs. 12 Clanners. Where we are fighting over the control of planets and resources.
Yes I know, during the first contact and the beginning of the invasion the IS is suppose to get beat up pretty badly but I haven't heard PGI suggesting they are going to do anything to even out the odds.
#27
Posted 24 September 2014 - 02:13 AM
although there´s Wave II incoming..... 4/4/2/2 would mean right now:
4 KFX, 4 SCR, 2 TBR, 2 DWF
4 KFX, 4 SCR, 2 TBR, 2 DWF
#28
Posted 25 September 2014 - 10:26 AM
Ens, on 24 September 2014 - 02:13 AM, said:
although there´s Wave II incoming..... 4/4/2/2 would mean right now:
4 KFX, 4 SCR, 2 TBR, 2 DWF
4 KFX, 4 SCR, 2 TBR, 2 DWF
So you think that's better than 3 KFX, 3 SCR, 3 TBR, 3 DWF?
I don't know why it's so hard to understand that some concession has to be made.
If something doesn't give then 90% of the population will migrate to clan only because they are just a better design.
The other 10% are just masochist.
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