Feedback Please: Idea To Change Skirmish
#21
Posted 11 January 2015 - 08:36 AM
#22
Posted 11 January 2015 - 08:49 AM
The only way I would support spreading groups out more, or even keeping the current spawns which I intensely dislike (its awesome to have a direwolf spawn with a couple lights and mediums way out on the flank and have no way to get to cover or allied protection before you are swarmed by lights and missles sure they could stay with you or the team could move to you to support but the entire team would be fighting on inferior terrain and thats even worse) would be to allow us to actually choose where we dropped on the map. Give that 60 second countdown at the begining of the match an actual use and let us pick our placement.
#23
Posted 11 January 2015 - 09:22 AM
#24
Posted 11 January 2015 - 09:53 AM
#25
Posted 11 January 2015 - 09:54 AM
cSand, on 10 January 2015 - 09:30 PM, said:
This would be great for Assault. It would lead to deathballing, but it would make scouts more useful, at least.
Duke Nedo, on 11 January 2015 - 12:24 AM, said:
Depending on the distances involved, it would potentially be impossible to form a deathball without losing assault mechs in the process. I mean, losing assault mechs to light mechs is already happening, even though lances are deployed closer to each other than to the enemy.
It would happen ten times more if people were deployed close to an enemy lance, so deathballing would not be a viable tactic unless all mechs in a lance were faster than all mechs in the nearest enemy lance.
Duke Nedo, on 11 January 2015 - 12:24 AM, said:
This is already the case in Skirmish, I think. At least it seems to happen fairly often. But I agree, this would only work if mechs were distributed evenly according to weight. An assault mech lance would have no way to prevent a light mech lance from disengaging, so it wouldn't work if you got lances where everyone moved at 100+ kph.
Duke Nedo, on 11 January 2015 - 12:24 AM, said:
That is exactly my idea for Conquest too, which I may start another thread about. But it's not happening right now, because bases are usually so close to the center of the map (or, in the case of Alpine, four of the bases are quite close to each other) that it's better to just deathball in the middle and then cap when there's only 2-3 enemy mechs left.
Duke Nedo, on 11 January 2015 - 12:49 AM, said:
I don't think this ever works in MWO, because winning always pays more. If deathballing is more effective, people will always try to deathball to maximize their chances of high profits. It's kind of like giving people a 100% win bonus for playing House Liao in CW. It doesn't really matter, because you earn 800,000 - 1,000,000 C-bills for a good win and you're lucky to make half as much for a loss in CW.
People like winning, so the rewards would have to be subtantial for a people to accept a high risk of losing in order to get the bonus.
Quaamik, on 11 January 2015 - 06:20 AM, said:
PGI removed the 60 second ready time before launching matches. While I never liked it, it would be necessary to bring it back for a gamemode like this. Certainly, disconnects and people crashing to desktop would be a problem, but... stuff like that is going to happen anyway. I think the positives outweigh the negatives.
Quaamik, on 11 January 2015 - 06:20 AM, said:
Best way would be to sort all mechs by weight (e.g. 20, 25, 35, 45, 50, 55, 65, etc) and then place first mech in Alpha, second mech in Bravo, third in Charlie, fourth in Alpha, etc. In other words, ensure an even distribution of weight (and most likely speed) in every lance.
Bartholomew bartholomew, on 11 January 2015 - 06:34 AM, said:
Truly random starting points would result in some horrible matches on these tiny maps. Which is why practically no games use random starting points on small maps.
Shatterpoint, on 11 January 2015 - 08:18 AM, said:
Average player: "oh a shiny light mech better chase it, it's OBVIOUSLY the priority in this entire match"...6 of your team chase the light mech screwing over the rest of your team in a 12vs6 focused fire fuckfest.
That's going to happen anyway, in the pug queue. But it's not a factor in the group queue. I mostly play the pug queue though, and there's no way to get around people making dumb choices.
kapusta11, on 11 January 2015 - 08:36 AM, said:
Read before you post?
#26
Posted 11 January 2015 - 10:04 AM
Screech, on 11 January 2015 - 09:22 AM, said:
See above. I don't think lance weights would need to be matches 100%. Even if you could do that, there's a big difference between a 70 ton mech with an STD250 and an XL350 engine. There's basically no way to ensure all lances would have exactly the same speed and weight as their enemies. But... that's probably not going to be an issue. In practically every game, each lance would have at least one mech capable of moving faster than 100 kph, and probably faster than 140 kph too. There's basically no way for any lance to retreat safely and regroup with the rest of the team, without losing their slowest mech to an enemy light.
The idea would be to position the mechs so close together that disengaging would never work. And that's really not hard to do. Assault mechs need a very big lead to outrun light mechs without getting cored, and they wouldn't have a very big lead anyway.
#27
Posted 11 January 2015 - 12:05 PM
The only reason i have not deselected Skirmish from my menu is to reduce waiting time.
I would like to see changes made to Skirmish to make it somewhat less deathballish... .
(I am not against Deathmatches per se, but would like to see smaller deathballs, instead of a hug 12vs12 one.)
#28
Posted 11 January 2015 - 12:09 PM
#29
Posted 11 January 2015 - 12:14 PM
#30
Posted 26 January 2015 - 12:00 AM
Get on this PGI.
#31
Posted 26 January 2015 - 02:22 AM
he matchup would in first place have to return to a true lance drop and not grouping by lights, mediums assaults and the ehavies being distributed.
Edited by Lily from animove, 26 January 2015 - 02:23 AM.
#32
Posted 02 February 2015 - 02:01 PM
Cementi, on 11 January 2015 - 08:49 AM, said:
Give that 60 second countdown at the begining of the match an actual use and let us pick our placement.
Issue. First Team to pick allows the second Team to pick the same spot, get denied, already taken, but now they know where your Team is starting...
#33
Posted 02 February 2015 - 02:21 PM
#34
Posted 02 February 2015 - 02:22 PM
#35
Posted 02 February 2015 - 02:38 PM
#36
Posted 02 February 2015 - 02:56 PM
Flaming oblivion, on 02 February 2015 - 02:21 PM, said:
Depends on the map, what lance you drop in and where you spawn. On Alpine, the distances between lances would still be great enough that long range would be effective. Particularly against assault mechs, who can't just run across open terrain to close the distance.
But I wouldn't mind if Assault was slightly more suited for long range weapons and Skirmish was slightly more suited for short range weapons. I don't view that as a negative.
#37
Posted 02 February 2015 - 03:00 PM
tortuousGoddess, on 02 February 2015 - 02:38 PM, said:
I don't see why it's a given that 1 lance will be wiped in the first few minutes, while the other lance(s) are unable to do anything. Given the random nature of the matchmaker, you may as well expect both teams to lose a lance. Or one team to lose all lances.
I'm not holding my breath for 8 vs 8. Then again, PGI isn't reading this thread anyway, so I'm not holding my breath for anything. It's all academic.
#38
Posted 02 February 2015 - 03:04 PM
The incentive would still be to ball up as quickly as possible, and I doubt the possibility of being under fire seconds into a match (as in your river city pics) would really make people less risk averse. The response in most pub games would be for players at the closer spawn points to launch and immediately back up to the old spawn points.
#39
Posted 02 February 2015 - 03:11 PM
#40
Posted 02 February 2015 - 03:12 PM
AssaultPig, on 02 February 2015 - 03:04 PM, said:
The incentive would still be to ball up as quickly as possible, and I doubt the possibility of being under fire seconds into a match (as in your river city pics) would really make people less risk averse. The response in most pub games would be for players at the closer spawn points to launch and immediately back up to the old spawn points.
It's not 4 seconds if you're moving at 51 kph and being chased by mechs moving twice that speed though. Running towards your teammates to ball up would be a big challenge if you're being chased by someone with TAG on a map where LRMs can fly over buildings and hills.
Even as a heavy mech moving at 89 kph, the idea would be to place lances close enough together that they wouldn't be able to avoid a fight with enemy lights / mediums running at 120-170 kph.
By River City, do you mean Crimson Strait?
Edited by Alistair Winter, 02 February 2015 - 03:13 PM.
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