

#1
Posted 18 April 2015 - 11:05 AM
This is for group or pug que.
Personally, my favorite matches are the ones that are hard fought. I'd think most players prefer these games to being on either side of a stomp.
Discuss!
#2
Posted 18 April 2015 - 11:07 AM
Or stop those players from playing with veterans...
#3
Posted 18 April 2015 - 11:17 AM
TheArisen, on 18 April 2015 - 11:05 AM, said:
This is for group or pug que.
Personally, my favorite matches are the ones that are hard fought. I'd think most players prefer these games to being on either side of a stomp.
Discuss!
I say more themed games. And calls to war - where you list your preferred top 2-3 mechs and the game picks to match.
CW could also be better if offence and defence were picked. Premades can attack which is the point and pugs can defend which also would be true to lore. Give pugs a handicap with turrets to make it more difficult for premades. (I don't premade or like the idea of handicap npc to make it harder for them) But I just don't think pug vs premade in CW is any fun.. There is no competition even if pug communicates. Its a stomp feast X4
Edited by Jacobei, 18 April 2015 - 11:20 AM.
#4
Posted 18 April 2015 - 11:31 AM
The best you can hope for is smaller player matches (the 4v4 and 8v8 that are coming) with equally good carriers on both side.
#5
Posted 18 April 2015 - 11:57 AM
RampancyTW, on 18 April 2015 - 11:31 AM, said:
The best you can hope for is smaller player matches (the 4v4 and 8v8 that are coming) with equally good carriers on both side.
I agree to an extent. Until the advantage gets substantial its not finished. I've seen more than a couple matches come back from 3-4 down.
#6
Posted 18 April 2015 - 12:00 PM
#7
Posted 18 April 2015 - 12:02 PM
2. Use a different strategy than just going for the center point of the map.
Those are the two driving issues that lead to stomps. Terrible coordination and this lazy charge to the worst places on the map to fight it out in -generally followed by 8-10 of your teammates not following through on the charge because their paint gets scratched.
TheArisen, on 18 April 2015 - 12:00 PM, said:
Yes, go back to the random matchmaker. The matches were wildly more fun.
Edited by sycocys, 18 April 2015 - 12:03 PM.
#8
Posted 18 April 2015 - 12:07 PM
#9
Posted 18 April 2015 - 01:58 PM
I asked in chat and the answer was cease fire in progress in cw.
You have a class of players far above anything in solo so when they decide its time to farm the stomps begin. No way to avoid that and honestly now I understand that most often even having voip makes no difference to the outcome. Solo players are lose and make mistakes. No avoiding that.
Come up against hardened surgeons and your screwed.
#10
Posted 18 April 2015 - 02:08 PM
- Stop 12v12 on tiny maps. Allow 8v8 matches on smaller maps, 12v12 on big maps.
- Spread out bases in Conquest. Look at how big Alpine is, look at where the bases are positioned.
- Spread out spawn positions a lot more to increase the chance of early engagements, before both teams have formed deathballs. In Skirmish mode, the closest enemy lance should drop closer than the closest allied lance.
- Increase TTK, making it less likely that one team loses 2-4 mechs in the first 2 minutes.
#11
Posted 18 April 2015 - 02:19 PM
If you are a good player you will play as a front line mech until you are hurt then fall back, so a good team might have spread damage across all the Mechs on the team, and just never hit that tipping point, where they all start dieing.
#12
Posted 18 April 2015 - 05:33 PM
group queue I think is hopeless unless it gets a big population boost. Otherwise I don't think there is anything you can do to improve that.
#13
Posted 18 April 2015 - 05:51 PM
#14
Posted 18 April 2015 - 07:37 PM
It happens. It's okay.
#15
Posted 18 April 2015 - 11:08 PM
#16
Posted 18 April 2015 - 11:10 PM
It isn't really too much fun to be with or against a 8-12 man in a pug match, at least not with the limited population the game has. Usually, whoever rolls deep has to pretty much try to lose in order for the random puggers to have a chance.
Groups of 4-6 players is enough to dominate, but it can also leave some chance of things not going exactly according to plan.
Edited by The True Space Pope, 18 April 2015 - 11:15 PM.
#17
Posted 18 April 2015 - 11:13 PM
Edited by Davers, 18 April 2015 - 11:14 PM.
#18
Posted 18 April 2015 - 11:25 PM
Over the course of my SCIENCE, I found that games were much, much closer when they were 8v8. The average was around 8-5, whereas now it's around 12-3. I think it's because on smaller maps the difference in firepower is far more telling. Whichever team has more guns pointing at the other team at first contact is almost always the winner.
I think caustic and river City should be 8v8. Maybe Frozen too.
#19
Posted 18 April 2015 - 11:39 PM
A big problem people face (not me, almost never see this in FRR in my timeslot) is large groups against PUGs. Easy way to prevent this from happening is observing the plant queues closely. You see an enemy's queue increase 8-12 players at a time? Might wanna avoid that planet unless you're willing to fight them. Likely with a PUG team.
In addition to this, if you are able, but unwilling to attempt to lead a team, you have no leg to stand on, in my opinion. If you are unable, or vastly hindered by circumstance or personality, that is one thing. But if you are simply too complacent to even type out commands, a minimal effort, the fault of a loss also lies with you.
Sometimes you'll get lucky and have a small or large premade group with you calling commands. Sometimes you'll get lucky and have some crazy fool herd the PUGs around (these crazy fools exist, I'm one of them often). But if you DON'T get lucky, you gotta step up.
Now, the first suggestion is not suitable for every player to use. In order to benefit ALL solo/pug/new CS players, changes must be made to the game. I hope the changes are good; but I am more concerned with IMMEDIATE results that the PLAYERS can make to improve the game.
MWO's success is our responsibility too.
#20
Posted 18 April 2015 - 11:47 PM
12v12 PUG queue (matchmaking, no groups)
12v12 group queue (less effective matchmaking, groups of 2-10)
CW (no matchmaking, lots of 12man vs group action)
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