

20 Drops In 4V4 What Do You Guys Think?
#1
Posted 19 April 2016 - 03:41 PM
What are your thoughts?
#2
Posted 19 April 2016 - 03:42 PM
#3
Posted 19 April 2016 - 03:45 PM
Davegt27, on 19 April 2016 - 03:41 PM, said:
What are your thoughts?
I feel a little bad in my SSRM24/4xSPL Stormcrow. It's hot; but it flat out wrecks lights and lighter mediums. Not nearly optimal vs. other 55 tonners, but still competent. Speed is very useful in Scouting, but the Stormcrow is fast enough.
But that aside, I like the mode. It's a very different dynamic, and while I've been playing around and haven't really tried to break things yet, it does certainly bring something new to the table.
#4
Posted 19 April 2016 - 03:53 PM
I also think it's likely the death of the 12vs12 mode, PGI took a severely limited population and split that population. With the addition of the 4vs4 mode you are always going to have the population spread into that which leaves very little to actually queue up for 12's. Being 4vs4 is also more interesting and gives you faster queue there will be people who prefer it over the 12's as well so if my prediction is right, RIP 12 man CW.
#5
Posted 19 April 2016 - 04:08 PM
edit - maps seem too big and the game mode is too short.
edit 2 - seriously, this is kinda stupid. every match comes down to the dropship coming in and the defenders running around like chickens with their heads cut off trying to find it, and always failing. I have yet to see the attackers lose a scouting mission
Edited by Onyxian, 19 April 2016 - 04:21 PM.
#6
Posted 19 April 2016 - 04:16 PM
#7
#8
Posted 19 April 2016 - 04:26 PM
DarklightCA, on 19 April 2016 - 03:53 PM, said:
I also think it's likely the death of the 12vs12 mode, PGI took a severely limited population and split that population. With the addition of the 4vs4 mode you are always going to have the population spread into that which leaves very little to actually queue up for 12's. Being 4vs4 is also more interesting and gives you faster queue there will be people who prefer it over the 12's as well so if my prediction is right, RIP 12 man CW.
This could turn out to be true
#9
Posted 19 April 2016 - 04:36 PM
Is it doom and gloom or are they having fun
The leader board is pretty cool
#10
Posted 19 April 2016 - 04:41 PM
#11
Posted 19 April 2016 - 04:41 PM
DarklightCA, on 19 April 2016 - 03:53 PM, said:
I also think it's likely the death of the 12vs12 mode, PGI took a severely limited population and split that population. With the addition of the 4vs4 mode you are always going to have the population spread into that which leaves very little to actually queue up for 12's. Being 4vs4 is also more interesting and gives you faster queue there will be people who prefer it over the 12's as well so if my prediction is right, RIP 12 man CW.
This seems pretty accurate.
This brings to light something that I think PGI was trying to ignore and push through- Invasion just isn't very good. It doesn't provide any sort of flexibility, it doesn't encourage tactics or creative thinking, it only really allows very linear gameplay styles and feels more like a chore to play rather than something I'd come to faction play just to do.
In contrast, the scouting mode brings the at least somewhat more open gameplay of quick play in with an actually unique game mode, topped off with the promise of a quick queue time with only four players. It'd be both fun for solo players and four man comp groups.
Population is another problem, and I saw this coming a mile away. Even though factions now have less planets to participate in,
it's still too empty. Ghost drops are BORING and highly unappealing. One part of me hopes that maybe, just maybe, PGI will figure out some basic mech AI to fill in empty slots, but I doubt it.
Weirdly I wouldn't mind if invasion was removed and it was only 4v4... that speaks volumes about invasion's appeal.
#12
Posted 19 April 2016 - 04:48 PM
DarklightCA, on 19 April 2016 - 03:53 PM, said:
I also think it's likely the death of the 12vs12 mode, PGI took a severely limited population and split that population. With the addition of the 4vs4 mode you are always going to have the population spread into that which leaves very little to actually queue up for 12's. Being 4vs4 is also more interesting and gives you faster queue there will be people who prefer it over the 12's as well so if my prediction is right, RIP 12 man CW.
So how fix?
There is someone reading named "Princess Danish SweetCream".
Post something, we'll probably up vote it just based on an amazing name. That's right up there with Clubby the Baby Seal.
#13
Posted 19 April 2016 - 05:10 PM
MischiefSC, on 19 April 2016 - 04:48 PM, said:
So how fix?
There is someone reading named "Princess Danish SweetCream".
Post something, we'll probably up vote it just based on an amazing name. That's right up there with Clubby the Baby Seal.
I am disappointed that they didn't post. What an epic name!
Now, as to the 4v4 vs. 12v12, 12v12 is a lot more fun for a group of players. I suspect solos to tend to prefer 4v4, but really, the money and the big mech smashing is still in 12v12 with a full drop deck. That my feeling anyways, 4v4 is pretty small scale.
#14
Posted 19 April 2016 - 05:21 PM
MischiefSC, on 19 April 2016 - 04:48 PM, said:
So how fix?
There is someone reading named "Princess Danish SweetCream".
Post something, we'll probably up vote it just based on an amazing name. That's right up there with Clubby the Baby Seal.
Get rid of the planetary conquest cap and increase MC generation by a little bit. The 12vs12 planetary conquest mode needs something to appeal investment into over the 4vs4. It would also make units care more about planetary conquest and their investments towards defending their planets which in return will have those defending units going up against attacker units more commonly.
#15
Posted 19 April 2016 - 05:38 PM
Solo queue is solo queue. There's players that obviously don't have a grasp over the concept of it and are just playing it like deathmatch.
Or, you get someone who rages like a knuckle dragging troglodyte in VOIP as a result of not knowing how stuff works.
#16
Posted 19 April 2016 - 05:56 PM
The beacons are just random and why so many? It is like they wanted to create a game mode of Super Blind Conquest. Only problem is they forgot how few people like conquest that they have to force people to play the game mode.
#17
Posted 19 April 2016 - 08:47 PM
Each of the smaller ones can contribute something to the invasion. Fail on 4x4 or 8x8 and go back to the level before.
Edited by Carl Vickers, 19 April 2016 - 08:48 PM.
#18
Posted 19 April 2016 - 09:13 PM
Actually had a teamate ( I hope to never drop with again) convince my team to get just 1 beacon, then hide in a corner. Would have laughed myself to death if the Shadowhawk hadn't blown my Ice Ferret to pieces.
Play smart people. I dished out 300+ damage to a bunch of griffins that had demolished my stormcrow lancemates. Why? Because I was faster than them and kept at range. Eventually they decided to collect intel instead of chase me. Still a victory for them, right?
#19
Posted 19 April 2016 - 09:28 PM
I am at 42 scout drops now, seeing some strange stuff like usual
All in all not too bad you just have to check your brain at the door before you go in
#20
Posted 20 April 2016 - 01:22 AM
Shard Phoenix, on 19 April 2016 - 05:38 PM, said:
Solo queue is solo queue. There's players that obviously don't have a grasp over the concept of it and are just playing it like deathmatch.
Or, you get someone who rages like a knuckle dragging troglodyte in VOIP as a result of not knowing how stuff works.
LOL
Last weekend I offered you to join my unit before the patch but you refused because you prefered playing solo.
And now after the patch you come to the forum to complain about the inevitable of solo queueing?
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