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12 Pilots Receiving Orders


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#1 Tristan Winter

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Posted 30 December 2014 - 05:31 AM

The first few days after the patch, it seemed like "pilots receiving orders" were players in our "strike team", i.e. players in our lobby waiting for MM to assemble a 12-man team. So it would count up 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 and BOOM you had a team. Then the timer started counting down from 10 minutes while you waited for the enemy team.

The last few days, I'm not seeing that anymore. The counter goes 1, 6, 7, 8, 12... and then holds at 12 for 5-10 minutes, then goes back to 7, 8, 9, 4, 12... and then holds 12 for 5-10 minutes and then maybe you get a match.

Used to be a great indicator of MM's progress. But now the whole "pilot receiving orders" is entirely pointless and in no way predicts how close you are to getting a match.

Hope they fix this over new year's.

#2 Tahribator

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Posted 30 December 2014 - 05:38 AM

If you're defending it will show 12 players as "Receiving Orders" because even though the matchmaker assembled your team, the enemy still doesn't have 12 players. If you're attacking, you'll get an immediate countdown as soon as you reach 12 because you don't need 12 defenders to kick off a match.

#3 Tristan Winter

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Posted 30 December 2014 - 06:01 AM

View PostTahribator, on 30 December 2014 - 05:38 AM, said:

If you're defending it will show 12 players as "Receiving Orders" because even though the matchmaker assembled your team, the enemy still doesn't have 12 players. If you're attacking, you'll get an immediate countdown as soon as you reach 12 because you don't need 12 defenders to kick off a match.

Thanks, didn't know.

#4 Almond Brown

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Posted 30 December 2014 - 09:12 AM

They may have to look into how many Matches (Attacks) can be launched on any one Planet. Sitting in a Ready Room that showed 40+ / 60+ for >10 minutes above is simply ridiculous. I understand the "why" of it seeing that each (Attack) adds to the flip count chance, but every time a combo of 12A/12D line up, a Match should launch immediately.

So in the case I cited, 36 / 36 of those 40+/60+ should have went in 3 immediate waves, leaving the room to fill in more seats until the next 12 / 24 was reached and then another Match launches.

Now, how to prevent to many Matches from happening on any one Planet is the issue but leaving players sit and wait because "enough" Matches are already "in progress" is simply bad karma.

#5 Krivvan

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Posted 30 December 2014 - 09:23 AM

It's also because it may be waiting for a territory to free up on the planet. Only 15 matches can be occurring on a planet at a time, if there isn't a territory available then the match does not start.

Edited by Krivvan, 30 December 2014 - 09:29 AM.


#6 DEMAX51

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Posted 30 December 2014 - 09:25 AM

Matches in CW don't always kick off immediately even IF there are two full 12-man teams ready to go.

There are 15 zones on each planet, and there can only be one match played for each zone at any given time, which means a maximum of 15 games at any single point. Once one of those games has ended, that matchmaker will kick off another one with the next two teams in queue.

So, when you see that your team has enough "pilots receiving orders" to form a full team, but you haven't launched yet, it's generally because you're waiting for another match to finish. When you see the "pilots receiving orders" disappear from the queue, it's because those players/group of players cancelled their search for a match and the matchmaker then needs to replace them.

Karl Berg gave a great explanation of the CW queue here: http://mwomercs.com/...72#entry4046472

Edited by DEMAX51, 30 December 2014 - 09:27 AM.


#7 Almond Brown

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Posted 30 December 2014 - 10:53 AM

View PostDEMAX51, on 30 December 2014 - 09:25 AM, said:

Matches in CW don't always kick off immediately even IF there are two full 12-man teams ready to go.

There are 15 zones on each planet, and there can only be one match played for each zone at any given time, which means a maximum of 15 games at any single point. Once one of those games has ended, that matchmaker will kick off another one with the next two teams in queue.

So, when you see that your team has enough "pilots receiving orders" to form a full team, but you haven't launched yet, it's generally because you're waiting for another match to finish. When you see the "pilots receiving orders" disappear from the queue, it's because those players/group of players cancelled their search for a match and the matchmaker then needs to replace them.

Karl Berg gave a great explanation of the CW queue here: http://mwomercs.com/...72#entry4046472


Yes I read that and it is what is the issue I speak of. If 1 match goes every 60 seconds (full max queue) then a wait should never exceed 15 minutes (+ your spot in the queue) so in my example, 40 / 60 even with 15 Matches running, should drop 3 more groups of 12 in 16, 17 , and 18 minutes respectively.

P.S. Yes I know how it works, not all players can be utilized if the groupings are odd... Despite that, Launch more matches when players are available and willing to go. Waiting... when the system says there are "plenty playa's" willing is simply BS...

#8 DEMAX51

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Posted 30 December 2014 - 10:57 AM

View PostAlmond Brown, on 30 December 2014 - 10:53 AM, said:


Yes I read that and it is what is the issue I speak of. If 1 match goes every 60 seconds (full max queue) then a wait should never exceed 15 minutes (+ your spot in the queue) so in my example, 40 / 60 even with 15 Matches running, should drop 3 more groups of 12 in 16, 17 , and 18 minutes respectively.

P.S. Yes I know how it works, not all players can be utilized if the groupings are odd... Despite that, Launch more matches when players are available and willing to go. Waiting... when the system says there are "plenty playa's" willing is simply BS...

I think you're forgetting to account for the fact that CW matches can take up to 30 minutes to play.

If there's a full 15 games going on, that means it could be up to 41 minutes before the next game kicks off (30 for a game to end, 10 to find an opposing team, and 1 minute for the "pre-drop edit your drop-deck" timeframe).

Edited by DEMAX51, 30 December 2014 - 11:22 AM.


#9 Chagatay

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Posted 30 December 2014 - 11:17 AM

View PostNicolai Kabrinsky, on 30 December 2014 - 05:31 AM, said:

The first few days after the patch, it seemed like "pilots receiving orders" were players in our "strike team", i.e. players in our lobby waiting for MM to assemble a 12-man team. So it would count up 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 and BOOM you had a team. Then the timer started counting down from 10 minutes while you waited for the enemy team.

The last few days, I'm not seeing that anymore. The counter goes 1, 6, 7, 8, 12... and then holds at 12 for 5-10 minutes, then goes back to 7, 8, 9, 4, 12... and then holds 12 for 5-10 minutes and then maybe you get a match.

Used to be a great indicator of MM's progress. But now the whole "pilot receiving orders" is entirely pointless and in no way predicts how close you are to getting a match.

Hope they fix this over new year's.


Here is what is happening. Say 4 zones are up for grabs, ghost bear basically dominating as usual and the queue is like 60+ attackers/50 defenders (lots more attackers). So if there is 4 attacks already happening in those zones, you will not get a match as there is nothing to free conquer (and you can't free defense as that is pointless and doesn't do anything). You still however will get a match (hold territory gained mission) if more defenders queue or if a match ends and a slot/players become available.

#10 Deathlike

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Posted 30 December 2014 - 11:37 AM

View PostTahribator, on 30 December 2014 - 05:38 AM, said:

If you're defending it will show 12 players as "Receiving Orders" because even though the matchmaker assembled your team, the enemy still doesn't have 12 players. If you're attacking, you'll get an immediate countdown as soon as you reach 12 because you don't need 12 defenders to kick off a match.


It's not limited to defending, as it also applies to "holds" (Attackers defending the planet from Counter Attacks).

Pretty much, you have to wait from everyone in front of you to even be dropped (even if the MM shows/constructed your 12-man team).

#11 Koniving

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Posted 30 December 2014 - 11:41 AM

View PostNicolai Kabrinsky, on 30 December 2014 - 06:01 AM, said:

Thanks, didn't know.

Yeah, Attackers have to start the match. If there's not enough attackers, there's no match.

The order goes Attackers line up, hunt for defenders.

If Defenders are lined up early, then the moment the Attackers are ready it'll start a match. If there isn't enough attackers, a match will never start.

Yet if attackers line up and there are no defenders or not enough defenders, a match will start regardless (and if there isn't 12 defenders it'll kick the ones that showed up to the curb).

#12 DEMAX51

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Posted 30 December 2014 - 11:48 AM

View PostKoniving, on 30 December 2014 - 11:41 AM, said:

If Defenders are lined up early, then the moment the Attackers are ready it'll start a match. If there isn't enough attackers, a match will never start.


That's not entirely true. If the Defending faction gets a full 12, but the Attacking Faction doesn't get a team together, the Defending Faction will launch into a Counter-Attack auto-win after the standard 10 minute wait (provided there is at least 1 Attacker Win on the planet).

But if there are Zero Attacker Wins on the planet then you are correct - a Defending team will not get a match until there are enough Attackers in queue.

Edited by DEMAX51, 30 December 2014 - 11:53 AM.


#13 Deathlike

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Posted 30 December 2014 - 11:49 AM

View PostKoniving, on 30 December 2014 - 11:41 AM, said:

Yet if attackers line up and there are no defenders or not enough defenders, a match will start regardless (and if there isn't 12 defenders it'll kick the ones that showed up to the curb).


Well, not quite...

Although, I wish the MM kicked everyone out that was not in a match once the cease fire occurs. I hate to be the poor solo soul in the queue when no match will ever occur in that time frame.





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