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8 Vs 8 Matches :)
#1
Posted 12 March 2015 - 05:56 PM
Also, Jman5 made an excellent suggestion - that we have a seperate Elo for solo vs group drops.
Perhaps this would help the MM make better matches and alleviate some of the Elo hell many players experience.
#2
Posted 12 March 2015 - 06:05 PM
Apparently "we" wanted 12v12 but no-one actually asked me. Some maps can accommodate 12v12 but the older maps just can't. River City and Forest Colony for example, they badly need to revert back to 8v8.
I'm not sure if the server chooses the map before or after building a team. Either way it surely can't be that difficult for the server to choose its map first and then decide whether to build teams of 8 or 12.
For the love of Blake/Kerensky PGI, just make it so.
#3
Posted 12 March 2015 - 06:18 PM
(AKA Solaris)
Edited by Sum Ting Wong, 12 March 2015 - 06:18 PM.
#4
Posted 12 March 2015 - 06:25 PM
just go with the flow and learn to use their stupid for you, like i did.
#5
Posted 12 March 2015 - 06:54 PM
WarZ, on 12 March 2015 - 05:56 PM, said:
Also, Jman5 made an excellent suggestion - that we have a seperate Elo for solo vs group drops.
Perhaps this would help the MM make better matches and alleviate some of the Elo hell many players experience.
Oh I agree. Made a thread about it 4 months ago.
http://mwomercs.com/...ormance-issues/
#6
Posted 12 March 2015 - 06:56 PM
8v8 was before my time, but I imagine it could improve the quality of solo play.
#7
Posted 12 March 2015 - 07:05 PM
Well like I said, no-one asked me. Who did you ask Russ? Straw polls on Twitter and NoFaceNoHonour don't count.
For MORE than 50% of the non-CW maps, 12v12 simply does not work.
12v12 is one of the big factors when it comes to the low ttk that we're trying to fight back against. Moving to a selective 8 or 12 will go a very long way to improving the basic gameplay experience on the current maps.
#8
Posted 12 March 2015 - 07:47 PM
#9
Posted 13 March 2015 - 04:49 AM
Kyocera, on 12 March 2015 - 06:05 PM, said:
Apparently "we" wanted 12v12 but no-one actually asked me. Some maps can accommodate 12v12 but the older maps just can't. River City and Forest Colony for example, they badly need to revert back to 8v8.
I'm not sure if the server chooses the map before or after building a team. Either way it surely can't be that difficult for the server to choose its map first and then decide whether to build teams of 8 or 12.
For the love of Blake/Kerensky PGI, just make it so.
12v12s were prolly all the 1337mlgpro comp teams that jsut wanted to be able to seal club that much easier with an extra 4 guys.
I would have loved to experience this game in 8v8 with proper mouse sensitivity and the reduced lag from not having to render the extra 4 mechs and all they come with. I have watched some old 8v8 games and the game seems to be alot slower, more 1v1s, more spreading around, more movement, assaults are actually quite tanky then to. ofc, people were not laser vomiting 6 LPL every 3s either...sooo...
But still, 8v8 would be grand.
#10
Posted 13 March 2015 - 04:59 AM
#11
Posted 13 March 2015 - 05:03 AM
mogs01gt, on 13 March 2015 - 04:59 AM, said:
and currently, the only map that should be a 12v12 is Alpine.
River city should barely be a 8v8, maybe a 5v5 or 4v4, Forest colony and Bog is barely an 8v8 as well.
Canyon, Tourmaline and Mining, those are nice 8v8 maps. Frozen city, its a nice 4v4 as well, maybe 8v8 if PGI expanded the map into that river at the bottom...maybe added some sunk ships or a frozen ravine to walk around in.
#12
Posted 13 March 2015 - 05:17 AM
Mirumoto Izanami, on 12 March 2015 - 06:56 PM, said:
8v8 was before my time, but I imagine it could improve the quality of solo play.
8v8 was much better IMO, as you could pop your head out of cover and not have it removed instantly. The scariest thing back then was a dual Gauss Catapult, lol.
8v8 would greatly reduce the amount of firepower that gets concentrated into a single place, Having: 1 Assault + 2 Heavy + 3 Medium + 2 Light per side might make the game a better place.
#13
Posted 13 March 2015 - 05:21 AM
Reitrix, on 13 March 2015 - 05:17 AM, said:
8v8 would greatly reduce the amount of firepower that gets concentrated into a single place, Having: 1 Assault + 2 Heavy + 3 Medium + 2 Light per side might make the game a better place.
It would. Lights could scout without fear of 21 guns firing at them at all times. Assaults and heavies wouldnt have near the fire power concentrating on them at any one time, allowing for more Assault mech and Heavy mech style gameplay. Mediums wouldnt have 100 guns pointing at them, allowing them to better support their buddies. 4 less mechs, that is like 30 less lasers to vomit around at any one time. It also allows more corridors to be open, since not all the lanes have 4 mechs standing on them at all times. It would allow some dissolution of the deathball we see.....Sure, if you get gangbanged, your dead, but still....it would be better.
LRMs wouldnt be nearly as crazy, as that is 4 less mechs that could have them. Then we could also get 1x ammo instead of 1.5x, as you wouldnt need it.
#14
Posted 13 March 2015 - 05:43 AM
#15
Posted 13 March 2015 - 05:53 AM
keith, on 13 March 2015 - 05:43 AM, said:
That is really where CW should have filled the Gap. Publand shoulda been 8v8 combat, where as CW came in with maps about the size of Alpine and bigger, with alot of objectives spread all over to really give a large scale combat feel.
#16
Posted 13 March 2015 - 05:56 AM
That would be a very simple and lore-friendly way to balance IS and Clans without artificial and exaggerated quirks like +25% range or +100% DPS.
Edited by Paigan, 13 March 2015 - 05:57 AM.
#17
Posted 13 March 2015 - 05:57 AM
Paigan, on 13 March 2015 - 05:56 AM, said:
That would be a very simple and lore-friendly way to balance IS and Clans without artificial and exaggerated quirks like +25% range or +100% DPS.
Russ has said they are not going to do 10v12.
#18
Posted 13 March 2015 - 06:16 AM
LordKnightFandragon, on 13 March 2015 - 05:57 AM, said:
Russ has said they are not going to do 10v12.
It works on tabletop because you cant plant all your damage into the CT of a Dire Wolf every shot.
It wont work here because 2 'mechs working together of almost any size can tear a Dire Wolf apart. Hell, many solo IS 'Mechs can do it.
You simply cannot bridge the firepower gap created from having 2 less 'Mechs on your team. Also, not all Clan 'mechs are equal.
Could imagine if the Clan side ended up with Gargoyles, Summoners, Ice Ferrets and Mist Lynxs? They'd have bugger all firepower and get steam rolled.
#19
Posted 13 March 2015 - 06:33 AM
#20
Posted 13 March 2015 - 06:36 AM
WarZ, on 12 March 2015 - 05:56 PM, said:
Also, Jman5 made an excellent suggestion - that we have a seperate Elo for solo vs group drops.
Perhaps this would help the MM make better matches and alleviate some of the Elo hell many players experience.
This OP.
/agree.
mogs01gt, on 13 March 2015 - 04:59 AM, said:
/also agree.
We have 12 maps... roughly six of them would work better as 8v8 and six of them would work better as 12v12.
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