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Poll: how to fix team play (3 member(s) have cast votes)

What is acceptable premade size. what you think?

  1. Let it be like it is now. only solo players in regular games all bigger goes in own gue (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Max 4 people in regular games bigger go in own gue (1 votes [33.33%] - View)

    Percentage of vote: 33.33%

  3. Max 3 people in regular games bigger go in own gue (1 votes [33.33%] - View)

    Percentage of vote: 33.33%

  4. other way to fix this? exsplain in comments (1 votes [33.33%] - View)

    Percentage of vote: 33.33%

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#1 spuge

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Posted 18 August 2016 - 09:46 PM

Hi

Im long time fan of Mech and after long break i now came back to playing this game. Game have gone long way to right direction but one thing made me thinking quiting agein.

I cannot play whit my frends!!

We have only 2-3 players in our groop and if i play whit duo or trio in this game game trow us 95% vs 8+ premades. lets say it dont feel wery funny when i already see in starting green we have lost this and noting i can do about it.

well some people like noob stompping but be honest to yourself it only kill inspiration for new players wery fast.---> no new players---> no game in long run

sould you rethink how mach maker works? Like in WOT devoppers came to conglusion max 3 palyer premades so they cannot dominate the game alone.
Sould this game have same kind system max 1 lance premade whit stright tonnage restriction?

if you whant more you need to go spesific clann war game mode where you know you get even opponent?

Edited by spuge, 18 August 2016 - 09:48 PM.


#2 Moonlight Grimoire

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Posted 18 August 2016 - 10:06 PM

I personally say 3 is the limit, 4 while fitting with lances would get to the point of concentrated firepower that it would break things. Honestly duos would be best, yes two mechs can turn the tide of a battle, but, they are just two mechs and could easily be focused down. Three I feel breaks down a bit better and I would say is the ideal amount, 4 is the highest I would allow, however. Though, conversely, I would allow 11 mans to launch and the MM grab to poor solo players and shove them into that battle. This would reduce the separation of buckets and speed up the rate at which people get matches. So say you are a 2-4 man group you are in both group and solo queue due, once MM finds a slot for your group it just goes with it. This alleviates some stress on the system. As for limits of groups per side, I agree that up to one lance per side in a group would be idea, and have the MM point out who is in the group. I would also say allow solo's to get dragged into group matches to fill in those odd matches where it is ready to go, but, missing one person due to odd sized groups. This, again, reduces the time MM has to spend creating matches. Yes it will suck getting dumped into group matches as a solo player, but, it should be rarer with 2-4 man groups being mainly in solo queue anyways.

#3 Tibbnak

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Posted 18 August 2016 - 10:34 PM

I think that splitting up the ques inherently degrades the game. I can kind of understand when you're in the group que and go up against a 8+ group of PHX or something and get steamrolled 40 seconds into the game, but most of the time it just splits the player base up based completely on either a player's ability to take advantage of tools and environments that exist OUTSIDE the game OR how many kills they've gotten. (in a game where there are a lot of tactical sides to the conflict and the mechs that get the kills might need mechs that don't get the kills to help them get there. ECM, AMS, TAG, NARC, Stripping Armor, Tactical poking, Flamers. High altitude poking. ETC. NONE OF THIS MATTERS, according to the tiering system. Just kills.)

Edited by Tibbnak, 18 August 2016 - 10:34 PM.






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