Khobai, on 05 January 2016 - 09:59 AM, said:
The majority of players wanted 12v10. Its PGI that pushed 12v12 because they claimed they couldnt get their stupid matchmaker to work with 12v10
And I even made the brilliant suggestion of having 12v10 in CW but still having 12v12 mixed teams in quickplay by simply putting the same number of clan mechs on each team so nothing was unbalanced. I basically solved PGIs whole problem... but they ignored that suggestion.
If I recall some dumb guys counter-argument was "but players will favor the more powerful clan mechs in quickplay". Which was hilarious because people already did that at the time: favor clan mechs over IS ones. It wasnt until recently that IS mechs gained some traction due to the massive clan nerfs and absurd IS structure buffs.
or a really big bomb.
I know I'm going to be <more> unpopular, but there is a valid reason why 10v12 couldn't work effectively. The public queue. The queues for public maps are simply filled in with "whatever is in the hopper". By insisting that 10v12 needs to be added to the matchmaker, that would REQUIRE that there be enough Clan/IS in the queue at any time. This would obviously slow down queue times because the teams would perforce be homogeneous.
The reason is valid. If teams were done this way, you would find a LOT of Clan players queuing up to demolish underpowered IS mechs. Only the truly hardcore would stick around and thus, queue times for clan players would skyrocket.
Bad game design.
Khobai, on 05 January 2016 - 10:29 AM, said:
not sure even 3:1 could overcome the machine gun.
Chinese and Koreans would argue that with you. The mass human wave worked well for them in Korea.
Zibmo, on 05 January 2016 - 10:31 AM, said:
I know I'm going to be <more> unpopular, but there is a valid reason why 10v12 couldn't work effectively. The public queue. The queues for public maps are simply filled in with "whatever is in the hopper". By insisting that 10v12 needs to be added to the matchmaker, that would REQUIRE that there be enough Clan/IS in the queue at any time. This would obviously slow down queue times because the teams would perforce be homogeneous.
The reason is valid. If teams were done this way, you would find a LOT of Clan players queuing up to demolish underpowered IS mechs. Only the truly hardcore would stick around and thus, queue times for clan players would skyrocket.
Bad game design. [edit] Mixing would work if there were BV attached to the mechs, taking PSR into account as well. Having PSR be pilot instead of variant/chassis specific worked against this. Hindsight is 20/20.
Chinese and Koreans would argue that with you. The mass human wave worked well for them in Korea.