Fate 6, on 31 December 2014 - 01:16 PM, said:
- We need a better way of applying the "counterattack" mechanic. People dropping on defense should get defense - defense is the best mode for PUGs, and mounting a successful attack/counterattack is nearly impossible as a PUG.
Agreed. I run with large groups almost exclusively and I can tell you when we get a defense against anything other than a 12 man its an auto win. (An 8 man rush on sulfur would be the exception but that's because that map is poorly designed as per my
feedback). How to do it in a way that doesn't lengthen the queue times to unacceptable levels or split the queues would be the goal. I know these are unrelated but the inclusion of a Faction chat, the ability to invite people/join groups from that faction and a VOIP would go a long way to making PUG teams more effective than a doormat.
Fate 6, on 31 December 2014 - 01:16 PM, said:
-Counterattack should initiate a game of Assault or something similar, or be a separate queue from attack and defense (essentially make it a 3rd option)
- Grant options for less than 12 mechs. Right now we have 1-11 people just waiting doing nothing. Give us something like time trials (which might take some implementation) or less us drop on attack/counterattack as a single lance if nobody chooses to defend against it.
I think any solution that splits the queue further shouldn't be considered. Prioritize groups to face each other, and pugs to face each other. I think these are good ideas if a MM system could be made for it. The addition of a mode that doesn't require a 12v12 would help in this. Basically letting the system choose this mode when they cannot make a good match up for 12v12 but can in a 8v8. But I think the inclusion of Faction groups will make this option harder to utilize.
Fate 6, on 31 December 2014 - 01:16 PM, said:
I agree with that. For that second point, I think what we need is a win % based on successful attacks. So if we win 7 attacks out of 10, for example, we take the planet. Right now it doesn't matter how many failed attacks we have, so long as we eventually get wins. 1 successful attack and 10 failed ones is the same as 1 successful attack. Unless I'm misunderstanding the way the system works (in which case it's not very clear how it works)
^having a successful attack % system would also eliminate the need to have counterattacks, which addresses my point above
While I agree with the sentiment there are numerous reasons why continuously bashing at a defense and eventually holding the ground should still be granted a win. After all at the end of the day even if its littered with my side's corpses if I have the planet, I have the planet. Plus this percentage would discourage fighting outside of large groups to preserve the win rate.