Khobai, on 05 September 2015 - 09:46 PM, said:
The fact CW has no matchmaker is part of the whole problem. Its why you see roflstomps happen so often in CW. The only way to ensure CW has proper matchmaking is to disallow large groups.
You're flat out wrong there. Especially considering that most of the stomps in CW, happen with the groups within the range you want to implement. Most groups in CW are in the 4-6 range.
Cw should NEVER not have large groups. It's the whole point of CW, and units. Look at Warthunder, and World of Tanks. Both games you cited. Warthunder has zero competitive scene, and most players drop solo, or in 2 man teams. The games are still not balanced. Because there is no elo to save bad pilots from running into good ones. The matchmaker works on the tier of your plane.
In WoT, only the public queue has restricted group sizes. While competitive play has no restriction. Competitive play is also done with teams at max player count. Not 3 players per team.
You want balance in CW? Put a proper tutorial, and gating. However, the real way to balance CW, and in fact, this game, is to change the player base. I can honestly say that about 40% of the player base needs to grow up, and learn to work with a team. I can't count the number of times where I run into players who stubbornly refuse to follow orders, because "I do what I want", or bring terrible builds, because "F*** meta". You don't like meta? Fine, at least bring a decent build.
What's worse is that their egos are so massive, they think they're doing something good when they shoot themselves, and their teammates in the foot. Then proceed to lose to a half-as**d team, and cry "big groups are the problem". No, the real problem is a player base full of child-like mentality.
Maybe I'm getting jaded, but honestly, CW is supposed to be a game mode where the stakes are high, where teammwork is important, and where groups count for something. You can't go into the mode designed with group play in mind, and tell the groups to get out.
With the way CW is envisioned, there can't be a matchmaker, because it's a first come first serve system. You can't have a matchmaker implemented, when they queues are controlled by the players, instead of automated. So there can't be a matchmaker in a system where we queue up for the planets ourselves.
Plus, limiting the group sizes has been proven to not balance anything at all. All it does is drive more of the player base away from the game. As I mentioned earlier. You can't stop me from synch dropping with 11 of my unit mates. We'll not even group up. Just drop solo together, on the same planet.
In fact, I have mentioned this several times in the forums. I ask PGI to make CW solo only, with no premades, for at least 4 days. Let's see if there's any real change in what happens. Completely remove groups from the equation. I can guarantee that nothing will change, and it will still be the same.
Because the real problem, and cause for stomps, and unfair matches, is the player base, not the game mechanics.
Khobai, on 05 September 2015 - 09:46 PM, said:
I see nothing wrong with that. In fact one of the other things Russ has discussed is reducing max unit size to 50-100 players. So units that can have 40+ people on at once can no longer completely dominate CW.
Besides if the primary motivation for why your unit's members play is to form large groups and pugstomp then were better off without them anyway.
Again you're wrong. The motivation isn't to pugstomp, but to play a coordinated game. People who don't want to coordinate, really shouldn't be welcome in this game. we're all better off without those special snowflake rambo idiots. Not to mention that the problem isn't the Unit's total size, or how many active players they field. It's the fact that right now, with CW having no way of balancing out numbers, the FACTION with the most players, wins. Period. So limiting unit size is not only a bad move. It still changes nothing.
Edited by IraqiWalker, 06 September 2015 - 06:43 AM.