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Feedback On Min/max Tonnage For Each Group Size


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#401 Karl Streiger

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Posted 29 October 2015 - 06:40 AM

well even if tonnage is the worst option of "balancing" teams

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.

Posted Image

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 Surn

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Posted 30 October 2015 - 11:26 AM

Latest google docs spreadsheet with current tonnages.

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.

Posted Image

#403 Druarc

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Posted 01 November 2015 - 07:15 PM

Really enjoying this but not sure why the 4 and 8 man groups are being punished.

#404 Magna Canus

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Posted 02 November 2015 - 02:31 AM

Did the 12 Dragon 1N thing, pure evil on a stick.

#405 Ritter von der traurigen Gestalt

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Posted 11 November 2015 - 12:49 PM

I suggest to exchange the mech class column against a tonnage colmun in the public group window. This information is now more interesting.

#406 Ritter von der traurigen Gestalt

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Posted 11 November 2015 - 01:02 PM

When a new player is preparing to join our group I'm always wondering how mutch tonnage is available for him. This information would be also valuable.

#407 zudukai

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Posted 11 November 2015 - 01:44 PM

View PostRitter von der traurigen Gestalt, on 11 November 2015 - 01:02 PM, said:

When a new player is preparing to join our group I'm always wondering how mutch tonnage is available for him. This information would be also valuable.

They keep it updated in the "command chair" subforum

http://mwomercs.com/...tonnage-values/

#408 Ritter von der traurigen Gestalt

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Posted 11 November 2015 - 02:01 PM

View Postzudukai, on 11 November 2015 - 01:44 PM, said:

They keep it updated in the "command chair" subforum

http://mwomercs.com/...tonnage-values/

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 pwnface

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Posted 11 November 2015 - 03:26 PM

View PostGoldhawk, on 19 October 2015 - 09:47 AM, said:

Do not forget that yes there may be tonnage limitations, but the technology available is NOT equilivant.

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 Raging Owlbear

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Posted 10 December 2015 - 08:39 PM

I've read a lot of this topic and will be honest that I don't know what the tonnage restrictions should be. I've seen some pretty good ideas in the thread.

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 Surn

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Posted 11 December 2015 - 08:44 AM

I fail to see how a 12 man of artic cheaters could possibly lose.

#412 SkippyT72

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Posted 11 December 2015 - 03:07 PM

I'd guess the same way a 12 man of Firestarters would but then again I think you see Artic Cheeta's in your sleep, must have touched you wrong at some point, should we report them?

#413 Foxwalker

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Posted 12 January 2016 - 07:45 AM

Dropping in 7-10 man and 12 man groups in Public queue is hard mode now not easy mode. Interesting. Yesterday our 10 plus 2 had a tonnage amount that was almost 50% less than the enemy team. They had 7 Assaults, 4 Direwolfs 2 Atlas and a Stalker.
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 Necromantion

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Posted 20 January 2016 - 08:57 AM

The major problems affecting CW are not going to be resolved by tonnage changes. The issue isnt one faction being superior when it comes to the tools available.

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 Darwins Dog

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Posted 20 January 2016 - 12:21 PM

View PostNecromantion, on 20 January 2016 - 08:57 AM, said:

The major problems affecting CW are not going to be resolved by tonnage changes. The issue isnt one faction being superior when it comes to the tools available.

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 Drunk Canuck

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Posted 23 January 2016 - 01:39 PM

Give 12's another 25 tons,

#417 Azural

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Posted 19 June 2016 - 08:37 PM

12 man group is severely handicapped. 12 man groups should get at least 80 more tons. Even with a well coordinated team, half of us are forced to run lights. or all of us run mediums. does that really sound fair when the matchmaker puts us against a pub group with no lights???

#418 Bjoern Jorgensson

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Posted 04 July 2016 - 09:58 AM

I agree - the tonnage penalty for a 12 man group ist too severe - If I´ve got the choice between playing with a full company or solo pugging i chose solo (even if solo is terrible!)
12 player groups should definately recieve more tonnage! at least 60 tons

#419 Fox the Apprentice

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Posted 05 July 2016 - 08:51 AM

View PostBjoern Jorgensson, on 04 July 2016 - 09:58 AM, said:

I agree - the tonnage penalty for a 12 man group ist too severe - If I´ve got the choice between playing with a full company or solo pugging i chose solo (even if solo is terrible!)
12 player groups should definately recieve more tonnage! at least 60 tons


Solo isn't terrible, I play it all the time!

#420 Husker Dude

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Posted 09 August 2016 - 06:06 PM

I'm not sure if there's a better thread for this, but I think there's some room for improvement in the matchmaker with tonnage.

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8 assault mechs on the other side of this match!





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