Unbalanced Dom Point
#61
Posted 13 October 2016 - 12:20 AM
It's been six months since it was reported (for example my other thread I linked to earlier), the feedback was quite unanimously agreeing, and possible fixes do not require a John Carmack or the-genius-who-could-make-LB-X-ACs-use-different-ammo-but-left. So: Why? It's just annoying.
Instead, we got tons of mechpacks, more trees in maps that don't need it and... the Long Tom fiasko.
#62
Posted 13 October 2016 - 10:44 AM
I demand seeing statistics for win/lose for each side of the map in Dom. Though that'll only happen when pigs can fly.
#64
Posted 16 October 2016 - 04:18 PM
An easy fix would be simply moving the point closer to the mountain- allowing the window of capture to fall on the 'disadvantaged' side of the mountain more.
Alternatively, make it bigger, or move it entirely. There's that awesome little refinery on the opposite end of the map that doesn't get enough collateral, I think.
#65
Posted 18 October 2016 - 12:28 AM
http://mwomercs.com/...85-18-oct-2016/
#66
Posted 18 October 2016 - 10:02 AM
The third game was where the team on the good side absolutely failed to notice a light who had gotten to the dish and powered down right beside it, and then sat there for at least 2 minutes as each team poked around it. And there were enemy mechs on top of the mountain and walking past less than 150 meters away and not seeing the light. That gave time for the teams to have a poke battle where all but the light was behind some kind of cover.
So all 3 wins were the result of massive incompetence on the advantaged team's part.
#67
Posted 26 October 2016 - 11:08 AM
#69
Posted 26 October 2016 - 05:50 PM
Edited by Kaptain, 26 October 2016 - 05:50 PM.
#70
Posted 27 October 2016 - 01:59 AM
Wanna buy a mechpack?
… buy a mechpack?
… a mechpack?
… mechpack?
…
#71
Posted 30 October 2016 - 03:30 PM
#72
Posted 30 October 2016 - 09:32 PM
#73
Posted 31 October 2016 - 07:40 AM
As a case in point, I've had numerous matches where we've won from the south by getting there ~30 seconds before the enemy, then quickly pushing them out. I even had one where they *never* reached the circle at all.
On the flip side, I've had several spawns on the north side where matchmaking didn't give us any lights, or seemingly anyone faster than 87kph. The enemy had a fast-moving light, so we didn't reach the circle until ~10 seconds left. My team was too busy being scared off by the other side's advanced push, so I died trying to get back into the circle with 3 seconds left.
TL;DR - It might be 50% Matchmaking's fault, but Domination on Grim Portico gives an obvious advantage to the south spawn.
#74
Posted 01 November 2016 - 07:46 AM
#75
Posted 02 November 2016 - 06:30 AM
....pack....
...ack...
#76
Posted 10 November 2016 - 09:57 AM
#77
Posted 13 November 2016 - 08:23 PM
Hello...
PGI map designer?
Helloooo...
#79
Posted 14 November 2016 - 03:47 PM
#80
Posted 16 November 2016 - 02:31 PM
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users