generally kinda spooky to see how many >10 man units exist in these lists.
also I miss this 95% ratio FRR awesomeone unit as some of their forum warriors claimed. Guess they were just a bunch of loud mouths
also, my one man participating unit is placed 99 with 12 wins. this means I am on the same place or above with MANY of those 339 Wolf units. So theres a large number of solo-member-units out there. with 15 games and somwhat at around 4200 matchscore I made ther eis a large number of these units contianign members that haven't even made muchs core or played many games.
Sereglach, on 14 December 2015 - 08:36 PM, said:
- How often did 12 man vs. 12 man happen?
- How often were 12 man teams all of the same unit?
- How often did 12 man teams of one unit go up against 12 man teams of varying units?
- How often did a 12 man team of one unit go up against another 12 man team of one unit?
Now the reason I ask about these points isn't to gripe about balance or what-have-you. Teamwork truly is OP and it should remain as such . . . it's after all, a team game (coming from a unitless PUG, no less). The reason I ask is because when you look at the number of participating units, yes there are some big units out there (some too big, but that's personal opinion), but there were a lot of tiny units out there. At a glance there is decent unit distribution, but when looking at unit sizes, it really does make you wonder what the truly organized population distribution looks like.
For instance, Kell's Commandos is extremely small, but that's one of the most hardcore of hardcore MWO units out there that put absolutely obscene amounts of time into the game . . . and they have every right to do it. That's what makes them good. After all, 39 total participating members only makes 3 consistent 12-man teams . . . but those teams had a near flawless win rate. That's a truly organized and competitive unit.
On the other hand, Mercstar wins by sheer volume. With 212 active participants that's upwards of 17 12-man teams, but only an ~88% win ratio. On the same token the just as massive Star Wolves only had 133 active participants (just over 11 12-man teams) but a paltry 50% win ratio. However, with their total populations you'd have thought these units would be pumping out almost 100 12-man teams, combined. Sadly, though, even with these large numbers, the sheer volume of players in these units is even more massive . . . so why be a member of a unit when you're not even going to participate in the truly unit based game mode? Unless, of course, those people just want to ride coat-tails when there's a reason for controlling a planet.
Then we have all these units that are so tiny one couldn't even really consider them a unit, so much as a couple of friends that decided to tack a unit tag to their names. Most of these units also had relatively abysmal win/loss ratios. After all, how are units that can't even field a full 12 man team going to be truly competitive in a game that requires a 12 man team on the field?
So, what makes a truly competitive populace? Personally, I'd argue smaller units that can become tight cohesive groups (thusly why I personally argue for size restrictions). That creates tight, well-organized units that can create the best per-match experience and thusly the most competitiveness (I'm sure those units that already fit this mold will do well in the first international MWO tournament). However, in events like this one can see that factions which were able to have sheer volume of players win the day. Kell's Commandos impeccable win rate meant next to nothing compared to the sheer volume of match output by Mercstar. Which begs the question, is it truly competitive or is it just gaming the numbers?
You issue is within comparing apples and oranges. Who said those members of MS didn't wanted to participate? What if they couldn't due to RL and stuff? You mess up KCOm like "no Life hardcoregamers playstyles" with MS more casual gamers that may nto play serveral hours daily.
however int he race for tukayyid, only the last matches per area palyed do count.
And you know what? KCOm would only be able to claim 3 of those areas due to lack of numbers, even with 100% winratio. But to get tukayyid 32 are needed.
MS could alone conqur the entire planet due to possibly having a team on EACH field at once. So even with only 60% win rate they would be able to conquer tukayyid. Yet any low member high W/L unit would not be able to conquer anything. It just shows that Units and faction wide organsied gamplay matters more in the CW setup as it is meant to be for a community wide mode.
So yes, it is competitive within the conditions of CW, because normal CW mode has what? 13??? areas to battle for, therefore a unit to conquer it needs to have a size of 7*12*it's W/L to field in the last deciding battles to conquer a planet "alone" if you bring only 3 full teams and there is no other unit with you, you would lose the planet of the other faction would drop on all the other areas.
Competitiveness in CW means being able to secure more than 50% areas on a planet at the end of a cycle. Anything else, W/L k/d Scores are totally irrelevant for the CW mode. Quality cannot trump quantity, because CW is a quantity based mode, as any RVR game does and is. Ql > Qt is for the group queue. it's an illusiona nd wish by many "Qality units" that CW gets twisted to their needs, but in fact CW is about social skills to gather people around you and manage these people to stick together drop and work towards a common goal.
Edited by Lily from animove, 15 December 2015 - 01:59 AM.