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Are There Any Smaller Games In Quickplay?

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#1 VVald0

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Posted 15 December 2015 - 10:18 AM

I'm just wondering, are there any smaller game types for solo quickplay? As a new player I think 12 vs 12 has too much firepower on the field especially for many of the smaller maps. I think it would be nice to have smaller-scale games without having to set up a private match.

I bought the arctic cheetah as my first mech and so far I've been doing quite well keeping a good kdr and win/loss, but a lot of the time its hard to move around and be a proper light without getting shot up right away. I get splashed from too many lasers from way far off (only appears to be glancing blows) and all of a sudden my armour is gone.

Can we get like a 6 vs 6 cue? or 4 vs 4, even 1 vs 1 public cue?

#2 Navid A1

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Posted 15 December 2015 - 10:21 AM

Let me tell you about a time when we had awesome 8v8s.

longer TTK...

and real ime inverse kinematics.


those times... are long gone ! Posted Image

Edited by Navid A1, 15 December 2015 - 10:21 AM.


#3 Mechteric

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Posted 15 December 2015 - 10:21 AM

Unfortunately no, you can only do this in private matches :(

#4 VVald0

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Posted 15 December 2015 - 10:23 AM

That's unfortunate :( Are there at least any future plans though? What even made them decide to go 12 vs 12 in the first place?

#5 adamts01

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Posted 15 December 2015 - 10:23 AM

View PostJ1g Saw, on 15 December 2015 - 10:18 AM, said:

I bought the arctic cheetah as my first mech and so far I've been doing quite well keeping a good kdr and win/loss, but a lot of the time its hard to move around and be a proper light without getting shot up right away. I get splashed from too many lasers from way far off (only appears to be glancing blows) and all of a sudden my armour is gone.


Lights are the hardest weight to play, and generally the least forgiving if you make a mistake, as 1 shot can kill you. If you're a short range Cheetah you have to be patient and wait for the perfect time to strike.

Right now, long range poking is the dominant style, it's hard to contribute early game. Just wait till mid/late game to let that mech shine.

#6 Navid A1

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Posted 15 December 2015 - 10:26 AM

View PostJ1g Saw, on 15 December 2015 - 10:23 AM, said:

That's unfortunate Posted Image Are there at least any future plans though? What even made them decide to go 12 vs 12 in the first place?


There are plans for 4v4, yes!

no one knows what dark reason caused 12 v 12.
(12 v 12 has more cons than pros... higher server load, less possible calculations per server tick, ... and no IK)

#7 VVald0

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Posted 15 December 2015 - 10:28 AM

View Postadamts01, on 15 December 2015 - 10:23 AM, said:


Lights are the hardest weight to play, and generally the least forgiving if you make a mistake, as 1 shot can kill you. If you're a short range Cheetah you have to be patient and wait for the perfect time to strike.

Right now, long range poking is the dominant style, it's hard to contribute early game. Just wait till mid/late game to let that mech shine.


This is what I've found as well. I know it's still early, but so far my stats reflect that I'm doing something right with the mech. I made it to tier 3 in like 5 games and while I'm far from being an expert, I believe I know how to pilot the mech right.

All i'm saying is that I think 12 vs 12 can detract from a lot of the fun to play a lighter mech like I do.

#8 adamts01

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Posted 15 December 2015 - 10:35 AM

View PostJ1g Saw, on 15 December 2015 - 10:28 AM, said:

All i'm saying is that I think 12 vs 12 can detract from a lot of the fun to play a lighter mech like I do.


It presents it's unique challenges, but it's well worth it. I started there and they're still my favorite weight. Stick with it. When you do step up to something bigger you'll absolutely own. After making 140kph jump shots mid air, shooting from a heavy platform is cake. Plus, driving lights builds situational awareness like nothing else.

#9 Lugh

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Posted 15 December 2015 - 10:38 AM

View PostNavid A1, on 15 December 2015 - 10:21 AM, said:

Let me tell you about a time when we had awesome 8v8s.

longer TTK...

and real ime inverse kinematics.


those times... are long gone ! Posted Image



#10 Darwins Dog

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Posted 15 December 2015 - 11:36 AM

View PostJ1g Saw, on 15 December 2015 - 10:23 AM, said:

That's unfortunate Posted Image Are there at least any future plans though? What even made them decide to go 12 vs 12 in the first place?

There are plans for 4v4, particularly for new players, and at least one of the devs really wants to have 1v1 solaris arenas.

From what I recall 12v12 was the plan from the beginning. 8v8 was just a placeholder during beta when they were still fine tuning the netcode, etc. People forget that part of the higher TTK was that you just couldn't hit anything. Mechs would sometimes appear 5-10 meters away from where they actually were.

Not saying that 12v12 is better, just pointing out that it wasn't just some random change. Both have good and bad points, and some maps are better for one vs. the other (old River City was great with 4v4).

#11 Almond Brown

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Posted 15 December 2015 - 11:44 AM

12 Mechs is a Company. MWO deploys a Company of Mechs per Team per Match. Posted Image

P.S. Getting focused down by 8 Mechs provides about the same TTK as 12. Neither is very long. Posted Image

Edited by Almond Brown, 15 December 2015 - 11:44 AM.


#12 VVald0

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Posted 15 December 2015 - 12:02 PM

View PostAlmond Brown, on 15 December 2015 - 11:44 AM, said:

12 Mechs is a Company. MWO deploys a Company of Mechs per Team per Match. Posted Image

P.S. Getting focused down by 8 Mechs provides about the same TTK as 12. Neither is very long. Posted Image


No, it's not about getting focused down by 8 or 12 mechs, if that happens as a light pilot i'm sure I did something wrong. It's about in 12 vs 12 you are more likely to take more hits compared to a smaller game. There are less places to move around freely and sneak in without being spotted, as if too much of the map is "locked down" in a sense. (i'm not talking about every map, some seem fine for 12 vs 12 such as alpine or tourmaline). My argument is that it would all around be more fun in smaller games, especially for light mech pilots.

Edited by J1g Saw, 15 December 2015 - 12:03 PM.


#13 Screech

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Posted 15 December 2015 - 12:22 PM

View PostJ1g Saw, on 15 December 2015 - 10:23 AM, said:

That's unfortunate Posted Image Are there at least any future plans though? What even made them decide to go 12 vs 12 in the first place?


Official word always was it reduced server loads or something along those lines. More people in a match reduced the total amount of matches needed to be made. I wish I could be more specific but I was good at sports as a child.

#14 Narcissistic Martyr

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Posted 15 December 2015 - 01:43 PM

View PostJ1g Saw, on 15 December 2015 - 10:23 AM, said:

That's unfortunate Posted Image Are there at least any future plans though? What even made them decide to go 12 vs 12 in the first place?


4v4 is coming and they went for 12v12 to reduce the number of servers needed to run the game.

Also at the time there was a decent portion of the player base that wanted full company vs company battles.





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