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Tournament Tonnage Limits


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#81 Archie4Strings

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Posted 07 April 2016 - 10:39 AM

I think 480t with 60 tons for each is perfect!

And no more than 2 Mechs of the same variant (f.E. to avoid having 4 Black Knights) or Something like 7 Stormcrows and something else.

#82 Quicksilver Aberration

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Posted 07 April 2016 - 11:56 AM

If we aren't doing a Bo3+, then I would just shoot for the middle ground of 480 tons, it allows for the potential of 1-2 assaults if the team sacrifices some tonnage and brings lights and ensures the teams will be fairly mobile due to the lowered weight.
If you wanted to try and encourage more assault usage you could bump it to 500 tons, or worst case 525 tons.

Only other rule I would say is similar to MRBC, just disallow duplicates.



If we are doing Bo3+, then we should probably have a range like this: 350-425-500-575-650 with extreme ends cut out for only Bo3.

Edited by Quicksilver Kalasa, 07 April 2016 - 11:57 AM.


#83 Todbringer

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Posted 07 April 2016 - 11:57 AM

2/2/2/2 is a nice try

#84 Hunter Watzas

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Posted 07 April 2016 - 04:27 PM

Minimum of 1 of each class with a max of 3. (1/1/1/1 minimum)
Weight of 460 tons
No duplicate chassis or variants

Same drop deck for all maps that are being played; no change ups between battles if there are multiple rounds. Forces the team to choose either diversified tactics or diversified decks;

#85 Brandarr Gunnarson

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Posted 07 April 2016 - 09:45 PM

I'd like to see 500 tons, 2/2/2/2 and no duplicate chassis.

#86 Rushin Roulette

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Posted 08 April 2016 - 01:00 AM

View PostR2D2FTW, on 07 April 2016 - 08:29 AM, said:

Try to allow some room for players that do not have a stable of 100 mechs.

400 Ton
2/2/2/2
480 Ton

Best of 3 matches. No other restrictions.

This room is already there. You are not playing on your regular account, but on a separate tournament build (much like the public test server). You get a blank account with loads of CBills, GXP, MC to build your stable of 100+ mechs there, no matter if you own them on the regular server or not.

#87 lpmagic

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Posted 08 April 2016 - 07:36 AM

since it sounds like class limits will not be considered, I think that:

550 tons is a good number.

This will allow for teams to have roll distinctions.

A balanced match will have Lights, mediums, heavies, and assaults.

I do strongly feel that class distinctions are better for balanced game play in a tournament setting, but given the set parameters 550 would be my suggestion.

Thanks for asking!

Edit: i do want to say, that having the map be the same for all drops (round robin matches) will create a serious stagnation of tactics, and you will end up with many mirror image decks, and many many identical matches/strategies. This favors current teams much more then the new teams that will be trying to break in. Allowing teams that do this type of thing weekly the opportunity to game plan for one map, and one tonnage will have consequences on the actual action of the game play. You will find that many teams will simply set up shop in one spot and hope for a pick, the variations in game play you are looking for will be non-existent. I fervently believe that to force reasonable and relatively even game play, that there needs to be an element of surprise or change from match to match. One map, one tonnage, multiple matches, will equal completely and utterly stagnant game play.

Edited by lpmagic, 08 April 2016 - 07:47 AM.


#88 Gyrok

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Posted 08 April 2016 - 07:50 AM

View PostRushin Roulette, on 05 April 2016 - 09:47 PM, said:

Seeing as 8 Atlai vs. 8 Atlai would be terrible to watch and would seriously limit the tactical options of both teams to who can camp the best and who has the best patience. It would be like watching a replay of the independence war (redcoats vs. bluecoats).

Too light and you will make it too easy for light rushes and too heavy and you get the above scenario.

45 Tons per player minimum and 60 Tons max would give you a weight restriction between 360 and 480 Tons while still leaving the full spectrum of mechs possible depending on what team setup players are going for. The setup of mechs and players will then determine which team had the better planning and after that it is all down to team coherence and finally individual skill.

P. S. Could you please also expand the cheating rule to not only disqualify the team in question, but also to ban the caught players main account from the live server?


You are assuming that an 8 Atlas team would not be running a face punch sort of deck and just open up a brawl as soon as they met the enemy team...

#89 mdmzero0

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Posted 08 April 2016 - 08:36 AM

Swing and a miss again, PGI. Tonnage limits = seeing the same mechs over and over.


Class limitations and duplicate restrictions are what the competitive community has been saying over and over again. Why not listen?

#90 BanditB17

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Posted 08 April 2016 - 08:45 AM

2/2/2/2, no duplicates.

Or

1/1/1/1 minimum with maximum 460 tons (minimum 435 tons)

#91 East Indy

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Posted 08 April 2016 - 09:23 AM

2/2/2/2, 475-ton limit, no duplicates.

Weight class limits keep team makeups consistent, the lower tonnage limit requires careful and interesting decisions about top-of-class chassis, and zero duplication increases variety in the field.

#92 mrpetzold

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Posted 08 April 2016 - 09:47 AM

PGI, use this chance to show all that makes MWO unique. We have 4 weightclasses. All should be used. Tonnage limits only leads to 1, maximum 2 weighclasses being used. It definetly should be 2 lights, 2 mediums, 2 heavies and 2 assault for the matches.

We also have hundreds of different mechs. To show off this we should also have a no duplicate-rule. So we every game get 8 different chassis in use.

This is a great chance of showing what MWO has to offer. The mechlab is a huge thing in this game, and a 2-2-2-2 no duplicate system makes importance of the mechlab.

#93 QueenBlade

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Posted 08 April 2016 - 09:52 AM

View Postmrpetzold, on 08 April 2016 - 09:47 AM, said:

snip


Remember PGI, you guys did something like this for the 2013 Launch Event tournament. It was 3/3/3/3, and was enjoyed by many. Not just the viewers but the players as well.

#94 Primus of ComStar

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Posted 08 April 2016 - 09:56 AM

Thank you for the feedback and discussion, MechWarriors.

We have decided to go with a pure 2/2/2/2 weight class structure, rather than limiting by standard tonnage values. This means that Teams will purely be restricted to:
  • 2 Light 'Mechs
  • 2 Medium 'Mechs
  • 2 Heavy 'Mechs
  • 2 Assault 'Mechs
There will be no additional restrictions for 'Mech selection.

#95 Hunter Watzas

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Posted 08 April 2016 - 06:49 PM

So basically, another time PGI doesn't quite understand what goes on in this game.

But seriously without mech duplicity restrictions we are more than likely going to see the same mech a lot throughout this game. However it is still better than the tonnage system.

Edited by Hunter Watzas, 08 April 2016 - 06:54 PM.


#96 Dee Eight

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Posted 08 April 2016 - 06:57 PM

View PostHunter Watzas, on 08 April 2016 - 06:49 PM, said:

So basically, another time PGI doesn't quite understand what goes on in this game.

But seriously without mech duplicity restrictions we are more than likely going to see the same mech a lot throughout this game. However it is still better than the tonnage system.


no mech duplications could force players to have to not bring their favourite/best mech in a class and ruin the experience for them, or possibly eliminate their desire to take part. The game is supposed to be inclusive not exclusive.

#97 Kageru Ikazuchi

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Posted 08 April 2016 - 09:00 PM

View PostPrimus of ComStar, on 05 April 2016 - 05:06 PM, said:

... We have decided to go with a pure 2/2/2/2 weight class structure, rather than limiting by standard tonnage values. This means that Teams will purely be restricted to ...

THANK YOU.

#98 Better Call Saul

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Posted 09 April 2016 - 12:40 AM

View Postmrpetzold, on 08 April 2016 - 09:47 AM, said:

PGI, use this chance to show all that makes MWO unique. We have 4 weightclasses. All should be used. Tonnage limits only leads to 1, maximum 2 weighclasses being used. It definetly should be 2 lights, 2 mediums, 2 heavies and 2 assault for the matches.

We also have hundreds of different mechs. To show off this we should also have a no duplicate-rule. So we every game get 8 different chassis in use.

This is a great chance of showing what MWO has to offer. The mechlab is a huge thing in this game, and a 2-2-2-2 no duplicate system makes importance of the mechlab.


Great post.

#99 Sky Hawk

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Posted 10 April 2016 - 03:52 AM

OK @Prim, but don't be too surprised, if you will see just 4 chassis..

#100 Ssamout

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Posted 10 April 2016 - 05:16 AM

View PostDee Eight, on 08 April 2016 - 06:57 PM, said:


no mech duplications could force players to have to not bring their favourite/best mech in a class and ruin the experience for them, or possibly eliminate their desire to take part. The game is supposed to be inclusive not exclusive.

Eh, with no dupes you can still bring one remember? And if one is handicapped in such a way that he can drive only one mech, perhaps his team should let him have it.

But yeah, dupes allowed, let the boating commence!





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