

So Why Isn't There A Fp Quickdrop?
#1
Posted 29 August 2016 - 12:43 PM
It seems to me that it should be relatively easy to implement a system where it functions just like Quick Drop matchmaking, only it adds a filter to create a Clan team and an IS team. The system could randomly select a contested system and make the results of the match have an impact on control of the system.
Rewards could be reduced from those received for actual Faction Play matches, but still have some impact on your standing with a certain House or Clan. The system could also include the faction play maps but remove the gate and generator mechanics and such, thus allowing players to familiarize themselves with the maps prior to jumping straight into faction play.
Anyhow, it seems to me that there needs to be a bridge to help new players make their way into Faction Play without throwing them in the deep end right off the bat.
#2
Posted 29 August 2016 - 12:49 PM
- IS vs. IS
- Clan vs. Clan
- IS vs. Clan
Edited by Mystere, 29 August 2016 - 12:49 PM.
#3
Posted 29 August 2016 - 01:20 PM
#4
Posted 29 August 2016 - 01:28 PM
Tralik33, on 29 August 2016 - 12:43 PM, said:
It seems to me that it should be relatively easy to implement a system where it functions just like Quick Drop matchmaking, only it adds a filter to create a Clan team and an IS team. The system could randomly select a contested system and make the results of the match have an impact on control of the system.
Rewards could be reduced from those received for actual Faction Play matches, but still have some impact on your standing with a certain House or Clan. The system could also include the faction play maps but remove the gate and generator mechanics and such, thus allowing players to familiarize themselves with the maps prior to jumping straight into faction play.
Anyhow, it seems to me that there needs to be a bridge to help new players make their way into Faction Play without throwing them in the deep end right off the bat.
Maybe FP doesn't need to be "the deep end"? Maybe they could make more fun game modes, or maps that aren't just funnels?
Scouting could have been really good, but it just highlights the difference between Clan and IS, and good chassis and bad chassis, even more than any other game mode. Not surprising, since all everyone has cared about was how the Heavy and Assaults matched up. No one cared how Mediums compared.
#5
Posted 29 August 2016 - 01:29 PM
#6
Posted 29 August 2016 - 03:46 PM
Long tom poorly implemented ( ahahah this fail, pathetic )
Scout mode poorly implemented ( no real balance between scout mechs ... 55tons is a scout mech now ? wtf ?? whatever pgi ggclose )
Loyalist contracts with less bonus and more disadvantage than before ....
And well mix freelancers with real FW players ... result FW skill level insta-look like noobish again.
#7
Posted 29 August 2016 - 03:51 PM
That's what solo CW should have been...instead of being the exact same thing without groups (and a complete lack of population)
Naturally, the solution was to remove it entirely
Edited by Mcgral18, 29 August 2016 - 03:51 PM.
#8
Posted 29 August 2016 - 03:58 PM
#10
Posted 29 August 2016 - 04:12 PM
Mystere, on 29 August 2016 - 04:05 PM, said:
We are talking about a arena shooter in real time .. not a TT game bro. Amen.
But maybe PGI was wrong to not admit 65tons mechs in scout mode becose ONE heavy scout exist in lore, it was your point right ?

Edited by Idealsuspect, 29 August 2016 - 04:24 PM.
#11
Posted 29 August 2016 - 07:28 PM
Mystere, on 29 August 2016 - 12:49 PM, said:
- IS vs. IS
- Clan vs. Clan
- IS vs. Clan
i suppose that would work but i always kind of think the lack of pugs would mean that some units who cant launch because they dont have 12 would be sol. pugs are the great hole fillers, so i dont think a hard split is the answer. you just have to set it up so that when pugs do play, they get fewer games against 12 mans and more against their own kind. you want them to see what an organized unit can do, but not in a way that makes their experience abysmal. the whole us vs them mentality has got to go.
Edited by LordNothing, 29 August 2016 - 07:29 PM.
#12
Posted 29 August 2016 - 07:37 PM
I made a very similar thread 5 hours before this one and another one like this thread, but it has zero replies.
Am I on everybody's ignore list?
Anywho, this is the thread:
http://mwomercs.com/...__fromsearch__1
#13
Posted 29 August 2016 - 08:56 PM
Idealsuspect, on 29 August 2016 - 04:12 PM, said:
We are talking about a arena shooter in real time .. not a TT game bro. Amen.
But maybe PGI was wrong to not admit 65tons mechs in scout mode becose ONE heavy scout exist in lore, it was your point right ?

To be honest I was expecting a 4v4 mode with any weight class allowed. Zeus is a scout assault. If anything the Lyrans should be able to bring Atlas lances to the scouting queues. On the other side, some light mechs aren't scouts. The Adder, for example, is firesupport.
Mech roles aren't defined by their weight class what-so-ever, just by their builds and stats. A Gargoyle can move faster than some configurations of light and medium mechs and Stormcrows have more pod space than them.
If anything some mechs should just have a scout designation that allows them to be taken to scouting queue if we want to restrict certain mechs, otherwise I feel that any mech should be able to be brought to scouting modes and let their usefulness be sorted out in combat, slower designs may not be the best thing to bring if the enemy team gets all the intel faster and can stay away, but may prove powerful at keeping the enemies from getting to their evac points if they manage to walk over to it first.
#15
Posted 29 August 2016 - 09:32 PM
FP/CW should have formed the basis with solos being placed in their faction specific drops to fill out the teams.
RAM
ELH
#16
Posted 30 August 2016 - 02:24 AM
Davers, on 29 August 2016 - 01:28 PM, said:
Maybe FP doesn't need to be "the deep end"? Maybe they could make more fun game modes, or maps that aren't just funnels?
For what it's worth, my opinion is that fighting on the IS map should be the main aspect of the game and include the QP games.
Solaris Deathmatchs and Tournaments should be some kind of "end game" thing, suited for experienced/good players, with streamed games easy to spectate - quite like all MOBAs having a Top-Rank-matches channel accessible from the UI.
#17
Posted 30 August 2016 - 03:07 AM
Quote
This. Every match played, including quickplay, should be faction matches and influence the IS map.
That is the only way to save faction play.
#18
Posted 30 August 2016 - 04:37 AM
Mcgral18, on 29 August 2016 - 03:51 PM, said:
That's what solo CW should have been...instead of being the exact same thing without groups (and a complete lack of population)
Naturally, the solution was to remove it entirely
I'm still completely baffled by PGI's decision to just split queues of a gamemode already struggling with a lot of waiting and then saying 'see, we told you so!'
Possibly took the least amount of effort... .
#19
Posted 30 August 2016 - 04:52 AM
Quick Play [ Check ]
Faction Play [ Check ]
Drops you either in a QP of FP game where the matchmaker just picks one planet to fill up with people instead of people jumping here and there. If Blizzard could let players in WoW be of the opposing faction just to fill up queues ( Alliance players being put in Horde queues just so games could happen and they'd be converted into a Hordie) we can do it here if it's really that bad. Maybe let people have an IS and a Clan drop deck or just pretend that clanner was a traitor and is now fighting for IS.

I know they put effort into creating the FP map, but it has no depth really and is just a huge barrier that prevents players from getting games.
Edited by Elizander, 30 August 2016 - 04:54 AM.
#20
Posted 30 August 2016 - 04:57 AM
Dakota1000, on 29 August 2016 - 08:56 PM, said:
To be honest I was expecting a 4v4 mode with any weight class allowed. Zeus is a scout assault. If anything the Lyrans should be able to bring Atlas lances to the scouting queues. On the other side, some light mechs aren't scouts. The Adder, for example, is firesupport.
Mech roles aren't defined by their weight class what-so-ever, just by their builds and stats. A Gargoyle can move faster than some configurations of light and medium mechs and Stormcrows have more pod space than them.
If anything some mechs should just have a scout designation that allows them to be taken to scouting queue if we want to restrict certain mechs, otherwise I feel that any mech should be able to be brought to scouting modes and let their usefulness be sorted out in combat, slower designs may not be the best thing to bring if the enemy team gets all the intel faster and can stay away, but may prove powerful at keeping the enemies from getting to their evac points if they manage to walk over to it first.
Me i am totally okay with a scout mode with only scout mechs in lore were granted but wait ...
In MWO, scout or not every mechs have same capability ( cyclop no-included ). Also there is scout mechs in lore or in TT but in MWO there is only mechs, yours weapons give ya your warfare role.
Scout mode in my mind was more a "lance mode " 1/1/1/1 IS vs 1/1/1/1 clan with a tonnage limitation for total lance and malus for bigs groups like we have in group queue mode.
But scout mode by PGI in fact we can call it "55tons mode" or "light and medium mode" i don't see the clue about this kind of mode.
But i have to admitt and i did learn well my lesson : ONLY PGI KNOW WHAT IS GOOD FOR MWO

Edited by Idealsuspect, 30 August 2016 - 04:58 AM.
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