Feedback On Min/max Tonnage For Each Group Size
#401
Posted 29 October 2015 - 06:40 AM
please roll back to the first variant - maybe with some tweaking - stuff in MWO is not linear really not.
The current system is linear - the difference of a 3 towards a 4 men team is almost as equal as the difference between a 9 and a 10 men team. but the gain of the additional person is complete different.
it should look like those graphs on the left: the first attempt and my suggestion
The numbers are not fixed
- but you should also see how groups should be composed for the MM
#402
Posted 30 October 2015 - 11:26 AM
This spreadsheet shows the min/max across the various number of groups that can comprise a group drop. You can edit the blue fields to find a better balance. You can also save off your own version.
#403
Posted 01 November 2015 - 07:15 PM
#404
Posted 02 November 2015 - 02:31 AM
#405
Posted 11 November 2015 - 12:49 PM
#406
Posted 11 November 2015 - 01:02 PM
#407
Posted 11 November 2015 - 01:44 PM
Ritter von der traurigen Gestalt, on 11 November 2015 - 01:02 PM, said:
They keep it updated in the "command chair" subforum
http://mwomercs.com/...tonnage-values/
#408
Posted 11 November 2015 - 02:01 PM
zudukai, on 11 November 2015 - 01:44 PM, said:
I know, my previous post was may be not specific enough. What I meant is an ingame information how mutch tonnage is available for the next player.
Edit Reason: three beer
Edited by Ritter von der traurigen Gestalt, 11 November 2015 - 02:09 PM.
#409
Posted 11 November 2015 - 03:26 PM
Goldhawk, on 19 October 2015 - 09:47 AM, said:
A 75 ton Timber Wolf vs a 75 ton Black Knight usually ends in a painful match for the Black Knight unless the Timber Wolf is already damaged.
Depends on the pilot and loadout. Gas Guzzler would probably take the Black Knight over the TBR at this point...
The TBR can't do a 63 pinpoint damage alpha effectively, the Black Knight can.
#410
Posted 10 December 2015 - 08:39 PM
What I do know is that 600 tons for a 12 man sucks. Sucks really, really bad... I mean, an 8-man gets 500 tons. I don't know what the remaining 4 man is allowed to take, but I'm pretty sure it's way more than the remaining 100 tons.
My unit used to really enjoy 12 man games. We didn't always dominate because we were often matched with other groups that had 8, 10 or 12 on the other side and games were close and competitive. Fun.
Running a 12 man just plain stinks now. Over the last few weeks, I've played in several 12 man games with my unit... and we almost never win. Because the meta now is for other teams to run in 8-man groups to maximize coordination with only a minor loss of tonnage. An 8-man team wins most of the time now, especially if the remaining 4-man don't play completely stupid.
As a 12 man, we are crushed because the tonnage just isn't there and we rarely get matched with other 12 man groups, because no one else wants to run in 12's anymore.
So the 12 man team is ruined for the game. It makes no sense to run in one any more because it's pure frustration and my unit, which used to be great fun to play in, is playing less frequently and starting to give up on the game. It's no fun to lose again and again and again because a 12 man has to play with one leg and one arm tied behind its back.
I've spent a lot of money on this game and I'm pretty irritated... because I was having fun... Not because we dominated, but because matches were at least competitive.
Now they completely stink. Please fix this.
Edited by Lt Waldo, 10 December 2015 - 08:41 PM.
#411
Posted 11 December 2015 - 08:44 AM
#412
Posted 11 December 2015 - 03:07 PM
#413
Posted 12 January 2016 - 07:45 AM
While I understand that previously communication in Public drops was an issue, it is now much less a factor with in game voip.
My suggestion would be to take the previous 3/3/3/3 standard and base the weights on that say if you have a 12 man the max weight would be 3x100 / 3x75 / 3x55 / 3x35 = 795. 600 is way too low, limiting larger groups to mostly Mediums. (In fact 600/12 =50).
#414
Posted 20 January 2016 - 08:57 AM
The issue is the game itself doesnt give enough incentives for players to play CW as far as rewards, bragging rights, depth of game play, variability of game play and so forth. Want to do something to make things interesting? Make different planets have different possible tonnages but keep them close to if not equal between factions. Also the intricacy of this game isnt stressed enough to new players to MW games that this really isnt COD and that team work is a non disputable requirement.
Tonnage tweaking wont fix your major problems.
#415
Posted 20 January 2016 - 12:21 PM
Necromantion, on 20 January 2016 - 08:57 AM, said:
The issue is the game itself doesnt give enough incentives for players to play CW as far as rewards, bragging rights, depth of game play, variability of game play and so forth. Want to do something to make things interesting? Make different planets have different possible tonnages but keep them close to if not equal between factions. Also the intricacy of this game isnt stressed enough to new players to MW games that this really isnt COD and that team work is a non disputable requirement.
Tonnage tweaking wont fix your major problems.
ssshhh....
No one tell him that this is about group queue, not CW. Let's just let it go and see how big the text gets.
#416
Posted 23 January 2016 - 01:39 PM
#417
Posted 19 June 2016 - 08:37 PM
#418
Posted 04 July 2016 - 09:58 AM
12 player groups should definately recieve more tonnage! at least 60 tons
#419
Posted 05 July 2016 - 08:51 AM
Bjoern Jorgensson, on 04 July 2016 - 09:58 AM, said:
12 player groups should definately recieve more tonnage! at least 60 tons
Solo isn't terrible, I play it all the time!
#420
Posted 09 August 2016 - 06:06 PM
8 assault mechs on the other side of this match!
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