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I Would Enjoy Mwo More If The Games Were Not Set By The First 3 Kills.


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#81 Ihasa

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Posted 28 May 2015 - 08:02 PM

View Postmogs01gt, on 28 May 2015 - 04:36 AM, said:

this x 100!!! This game needs more lance vs lance combat!

This issue is more on which mechs you lost. 3 lights, well who gives a ****. 3 Assaults, whether they are 100t's or not,it hurts!

View PostWilliam Mountbank, on 28 May 2015 - 04:22 AM, said:

4 is my number. In all my thousands of MWO games, I've only ever seen two matches with a comeback win despite one team going 4 down, and one of those was my favourite ever match (Caustic, ASRM Cent-AH, a well chosen death run into the caldera turned out to be a win run).

It's still possible to (male chicken) up a 3 kill lead in pugland.


Put your money where your mouth is and play the 4 v 4 Beer Warrior Brawl.

#82 Project_Mercy

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Posted 28 May 2015 - 08:23 PM

Most matches are decided by matchmaker. I ran 3 sets of 30 matches in solo queue. Just looking at the units + logos of the people on both sides and the mechs on my side, I got 30 of 30, 28 of 30 and 29 of 30 match outcomes correct before the start of the match.

Group queue is even less balanced.

Edited by Project_Mercy, 28 May 2015 - 11:02 PM.


#83 Ihasa

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Posted 28 May 2015 - 09:42 PM

View PostProject_Mercy, on 28 May 2015 - 08:23 PM, said:

Most matches are decided by matchmaker. I ran 3 sets of 30 matches in solo queue. Just looking at the units + logos of the people on both sides and the mechs on my side, I got 30 of 30, 28 of 30 and 29 of 30 match outcomes correct before the start of the match.

Group queue is even less balanced.


And to think the puggies cried and cried and cried for a separate, solo queue, then got one, only to find the same thing happens, regardless! Priceless.

#84 Col Jaime Wolf

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Posted 28 May 2015 - 10:36 PM

wait who says you cant pull back from a 7 man loss and turn it into a resounding victory?

Posted Image

tactics and TW say its possible, rare, elusive but entirely doable.

we even had a couple of those A$$hat teammates deriding us the whole time with "stop wasting my time i want my mechs" and "you guys are dead now hurry up and #$$# $die you (insert explicitive) to a couple of them threatenting to report our positions.

can you imagine the look on their face when we turned what they almost lost?

Edited by Mellifluer, 28 May 2015 - 10:42 PM.


#85 Kilo 40

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Posted 28 May 2015 - 10:57 PM

View PostIhasa, on 28 May 2015 - 09:42 PM, said:


And to think the puggies cried and cried and cried for a separate, solo queue, then got one, only to find the same thing happens, regardless! Priceless.


what does this mean? The same what happens regardless?

#86 Anjian

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Posted 28 May 2015 - 11:24 PM

View PostHans Von Lohman, on 28 May 2015 - 01:57 AM, said:

Does it seem odd to anybody else that there are not a lot of closer run games? It seems to me that the first team to score 2 or 3 kill over the enemy is the team that will win.

That leads to the majority of the match essentially being cleanup, and the team with the fewer players can only hope to score a moral victory by at least taking down a few more enemies so it isn't as one-sided.

It seems weird to me as I have been playing World of Warships a lot lately, and there the matches nearly always seem to be a lot closer run things. Especially with the ability to capture the enemy flag and win that way. Since we got base turrets I think I've seen can count base capture wins on one hand in total.



WoT has similar characteristics with WoWs, although WoWs matches seem to last longer despite fewer players than a WoT game (15 vs. 15). War Thunder also has this feeling of being more closely fought to the end, in all its modes and in both aircraft and tanks. For War Thunder this is partly due having respawns and such, as well as large maps that allows for separate battles all over the map taking place. These games also have this capacity to make you feel like a heroic game decider ace in one game, then leave you bungling like a total idiot in the next. And in that sense, every game you enter, you absolutely will not know what the outcome will be, no clue from the composition of your team of its members or the vehicles they use.

I think MWO has too high an average DPS. Weapons cool down need to be greatly increased, the heat capacity cut in half. Large alphas should be allowed again, and HP and armor reduced to half, but we allow the game to have a repair mechanic, and respawns.

Edited by Anjian, 28 May 2015 - 11:28 PM.


#87 Khobai

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Posted 28 May 2015 - 11:26 PM

Quote

Does it seem odd to anybody else that there are not a lot of closer run games? It seems to me that the first team to score 2 or 3 kill over the enemy is the team that will win.


Thats the problem with 12v12... one person cant make much of a difference. In 8v8 a single person could kill like 4-5 mechs on their own and turn the tide of the game even if their team was 3 down.

But in 12v12 its impossible for one person to take on the whole enemy team themselves. 12v12 changed the game from a thinking mans shooter into a mob mentality deathball shooter. You either group up and focus fire with the rest of the mob or you lose.

We really need 4v4 and 8v8 games. The less mechs in a game the more player skill actually matters.

Edited by Khobai, 28 May 2015 - 11:30 PM.


#88 Vellron2005

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Posted 29 May 2015 - 02:05 AM

I'v seen and played in plenty of "close" matches, and have been brought back from the void of loosing 4:12 in CW and solo drops to know that there is a way...

It all depends what the people playing in your team do, and if or not you play pug or premade.

Join a unit.. works miracles for your game.

#89 Kilo 40

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Posted 29 May 2015 - 02:20 AM

View PostVellron2005, on 29 May 2015 - 02:05 AM, said:

Join a unit.. works miracles for your game.


it is a pretty nice crutch for poor and mediocre player alright.

#90 mogs01gt

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Posted 29 May 2015 - 04:51 AM

View PostMystere, on 28 May 2015 - 12:37 PM, said:


Were you not around the time when light wolf packs ate much heavier enemy teams? Those were the glory days before 3/3/3/3 killed them.

You mean when HSR was horrible and clan streaks didnt exist.....

#91 Joseph Mallan

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Posted 29 May 2015 - 04:53 AM

View Postmogs01gt, on 29 May 2015 - 04:51 AM, said:

You mean when HSR was horrible and clan streaks didnt exist.....

Yes. And those same Wolf Packs would still devour bad players which would make them come here and cry some more.

#92 Elizander

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Posted 29 May 2015 - 05:48 AM

Posted Image

Here's a good example. We started the game with 2 disconnects. Note that the two assaults barely did any damage. By the time they came around I was already dead (died early but with 600ish damage since we held top and they tried to play King of the Hill). Dived their Direwolf and killed it when I was at 25% ammo then kicked the bucket at 2-1 and the score ended up 12-2 despite having two assaults out of the fight for the first half of the game.

It's not how many people die on your team it's WHO dies on your team. If the high ELO guys die first then you can expect the team to crumble pretty quickly. If it's the cadets/baddies then you can recover. If the game gives you high ELO group queue players who aren't used to Puglandia then you're in trouble.

I'm not too alarmed if we're down 3 too early. It's usually the bad ones that die that fast. They'll probably block your shots and shoot you in the back anyway so it's not so terrible. :P

Edited by Elizander, 29 May 2015 - 05:51 AM.


#93 Simbacca

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Posted 29 May 2015 - 05:51 AM

I find 3 team dead, 0 enemy dead not a problem - I have been on teams that make that come back.

However, 4 team dead, 0 enemy dead - generally, but not always means the battle is lost.

#94 Elizander

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Posted 29 May 2015 - 05:52 AM

View PostSimbacca, on 29 May 2015 - 05:51 AM, said:

I find 3 team dead, 0 enemy dead not a problem - I have been on teams that make that come back.

However, 4 team dead, 0 enemy dead - generally, but not always means the battle is lost.


Well yes the further south you go the harder it is to recover. High ELO players need the lower ELO guys for meat shields. :ph34r:

#95 Joseph Mallan

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Posted 29 May 2015 - 06:39 AM

View PostElizander, on 29 May 2015 - 05:52 AM, said:


Well yes the further south you go the harder it is to recover. High ELO players need the lower ELO guys for meat shields. :ph34r:

You say this like its a bad thing. In Chess they are called Pawns!

View PostKilo 40, on 29 May 2015 - 02:20 AM, said:


it is a pretty nice crutch for poor and mediocre player alright.

its also fun to chat it up with people.

#96 bad arcade kitty

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Posted 29 May 2015 - 06:42 AM

it depends how much damage they did before death
may be that lance is dead but they badly damaged half of the enemy mechs

#97 Malcolm Vordermark

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Posted 29 May 2015 - 06:55 AM

Giving up 3 pieces in chess usually guarantees a loss as well.

#98 Elizander

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Posted 29 May 2015 - 07:17 AM

View PostRouken, on 29 May 2015 - 06:55 AM, said:

Giving up 3 pieces in chess usually guarantees a loss as well.


Chess doesn't have quirks and faulty HSR/Lagshield.

#99 mogs01gt

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Posted 29 May 2015 - 07:30 AM

View PostElizander, on 29 May 2015 - 07:17 AM, said:


Chess doesn't have quirks and faulty HSR/Lagshield.

Yes it does! Look how many he missed with his first attempt!



:P

Edited by mogs01gt, 29 May 2015 - 07:30 AM.


#100 LordNothing

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Posted 29 May 2015 - 07:42 AM

ive had games where things went extremely well in the first 5 minutes, killing several enemy targets without loosing any of our mechs. then the remaining mechs completely steamroll us.





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