

Cw: Don't Give Up 10 V 12
#1
Posted 02 December 2014 - 07:30 PM
In competitive weight simply give each the same weight limit, 720 tons. Avg 60 ton for IS and 72 for Clan. IS 3/3/3/3 while Clan would have no restrictions in their queue.
This will allow clan stars more freedom in group creation and allow them to weight their groups in medium and heavy mechs, their wheelhouse, to offset the numeric disadvantage.
Really would like to see Stars versus Lances. Really really.
#2
Posted 02 December 2014 - 08:15 PM
HOWEVER, that was the public que. in CW where there is no matchmaking i really do think 12v10 should be revisisted. but a higher weight limit for clans is not a good idea. even more Twolves and Dwolves running around.
#3
Posted 02 December 2014 - 08:16 PM
Russ Bullock, on 05 September 2014 - 10:42 AM, said:
We have come to the conclusion that, for the foreseeable future, this is NOT a viable option for MWO, here are some of the reasons why:
- UI redesign of the pre-game, scoreboard and end of round screen.
- New rules for tie breakers surrounding the uneven team sizes
- Significant re-factoring of the match maker to develop team sizes that don’t match.
- 'Mech chassis tonnage balancing will no longer work.
- Elo will no longer work with 10 vs 12 team calculations.
#4
Posted 02 December 2014 - 08:16 PM
Also 12v10 is a balance for the IS side, so remove all quirks, unnerf every clan mech, and yea I will support your 12v10 plan
Edited by Brody319, 02 December 2014 - 08:20 PM.
#5
Posted 02 December 2014 - 08:18 PM
#6
Posted 02 December 2014 - 08:45 PM
Russ, on 02 December 2014 - 08:16 PM, said:
10v12
We have come to the conclusion that, for the foreseeable future, this is NOT a viable option for MWO, here are some of the reasons why:
UI redesign of the pre-game, scoreboard and end of round screen.
New rules for tie breakers surrounding the uneven team sizes
Significant re-factoring of the match maker to develop team sizes that don’t match.
'Mech chassis tonnage balancing will no longer work.
Elo will no longer work with 10 vs 12 team calculations.
These elements alone (not including other edge cases) represent at least several additional weeks, if not months, into refactoring and testing time before they would be ready for deployment. That is time that will directly impact the development and delivery of CW modules 2+.
Hmm. Too bad they didn't have a couple of years to work on stuff like this, they could really...oh.
Edited by Rick Rawlings, 02 December 2014 - 08:45 PM.
#7
Posted 02 December 2014 - 10:14 PM
For 10 v 12 to work you'd need to have 20% more players willing to play the IS than the Clans - with an absolute given that Clan mechs are, ton for ton, inherently superior.
Then you'd need to somehow convince all the experienced/skilled/elite players to still play the IS in the same population as they play the IS.
Neither will ever, ever happen. The moment you say 'Clan mechs are way better than IS mechs and will kill more IS mechs ton for ton but IS mechs get to play the expendable red shirts and bring down the Clans under a pile of their dead bodies' is the moment you end up with 98% of players in Clan tech. The remaining 2% will consist of Joseph Malan and a handful of like-minded folks (when they're not playing Clans) and the tiny trickle of new players who haven't yet figured out that they're going to get face-stomped match after match after match until they can afford a Clan mech and get on the stomping side.
Any sort of skill based matching will fail, utterly, and the game will be almost literally all of the skilled/elite/vet players in fully tricked peak meta mechs waiting 2 hours for a turn to 12-0 10 nubs in trial mechs, Joe and a buddy of his.
There is no way at all conceivable that you will get 60% of the player population with an equal skill spread to play the inherently inferior but numerically superior side. It will become a ladder; you're IS fodder until you can afford a Clan mech, then you get to take your turn stomping IS fodder. Even with massive cbill bonuses for playing the IS for example you're essentially bribing people to play expendable roles They'll do so just long enough to afford to play Clans and the better mechs.
There are no viable 10 v 12 options for a pure PvP game. You'd need to have either side be completely AI so it's 12 players in IS mechs vs 10 NPC Clanners or vice versa.
Edited by MischiefSC, 02 December 2014 - 10:15 PM.
#8
Posted 02 December 2014 - 10:29 PM
Edited by Wraeththix Constantine, 02 December 2014 - 10:34 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users