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Groups In Cw Dropping Without Pugs.

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#21 Khalcruth

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Posted 20 September 2016 - 11:10 AM

The same faction I always am - Lyran Commonwealth. Never played anything else.

Attack and you get a Jade Falcon 12 man every time, usually an EVIL / 420 mix. And since our 20 or so strongest Lyran FW players went mercenary/clans, we really don't have 12 people on any more (at least in the time frame I play) that can fight them.

Defend Wolf and it's D'C, Kcom, and a few other 12 man's. Defend Jade Falcon and it's mostly the same as attacks mentioned above. About the only defends that don't consistently draw a 12 man are Smoke Jaguar and Ghost Bear.

#22 DarklightCA

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Posted 20 September 2016 - 11:46 AM

I had a Steiner contract not too long ago and I did get a bit of 12 man action but nowhere near 60%. The most 12 man's I've gotten in one contract was with FRR as people tend to like attacking them but regardless of who I am contracted with it's the same story.

Attacking presents you with primarily skittle teams, defending will net you some 12 man groups but primarily it's solo players. I couldn't 'try harder' to find 12 man teams without actually coordinating a sync drop with one. Perhaps there is a sweet spot time zone where groups are most active that I am missing here but I am not trying anything that wouldn't net me a chance to get one.

#23 MischiefSC

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Posted 20 September 2016 - 12:11 PM

With the upcoming changes it may be worth looking at a more QP approach to matches. A pug/premade split and just fill teams QP style. Pugs go in one hopper, teams the other.

The "map" and "planets" mechanic loses any real relevance with the loss of faction identity. At that point it's just an obstruction to faster matches. All other opinions aside if the goal is faster, better matches FW content would work great in a QP mm environment- by having a drop-deck value every player is homogeneous for weight, 250. You don't need to match 2/2/2/2.

If you opened the door to mixed is/Clan teams you'd have a system that matched more easily than QP. The failure of FW is upsetting but the content of the gameplay was fun. There's no good logic behind handicapping the FW content behind a useless and irrelevant interface that will do nothing but barrier adoption of the mode by QP population.

#24 Khalcruth

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Posted 20 September 2016 - 12:33 PM

View PostDarklightCA, on 20 September 2016 - 11:46 AM, said:

I had a Steiner contract not too long ago and I did get a bit of 12 man action but nowhere near 60%. The most 12 man's I've gotten in one contract was with FRR as people tend to like attacking them but regardless of who I am contracted with it's the same story.


I don't know what to tell you. As we were talking about the recently finished CW event, I was speaking to my experience during that event. Try taking another Steiner contract, perhaps.

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Attacking presents you with primarily skittle teams, defending will net you some 12 man groups but primarily it's solo players.


I'd agree, that is usually the case, but it certainly was not the last 10 days, i.e. during the event.

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Perhaps there is a sweet spot time zone where groups are most active that I am missing here but I am not trying anything that wouldn't net me a chance to get one.


I play evenings, EST. Roughly 10pm to 2 am, 5 days a week or so. So that's the time zone I can speak to.

#25 BattleBunny

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Posted 20 September 2016 - 12:52 PM

Lets not have this thread become a statistics gathering regarding the number of 12-men teams in the game and who encounters them. Its about the idea to drop with your group without additonal pugs. and everything this might bring in consequences.

For instance

i think it will create more pug vs pug matches if multiple teams on both sides use the option. This will increase game quality for the groups and pugs alike a little bit. Wait time for solo players might be a little longer but with less people per match the number of matches played will be slightly bigger, so it might even out.

#26 KingCobra

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Posted 20 September 2016 - 01:30 PM

BattleBunny A lot of us old guard played planetary leagues since (MechWarrior2- BTU 1995)-(Mechwarrior3/4 -NBT-MWL)these were the 3 biggest MechWarrior planetary leagues that over a million pilots played in for a 20 year span. So we(the old guard) know a thing or too about How planetary should be played rather its TRO/stock or modified game play.

When Russ and Staff first wanted to start a planetary back in Closed beta most of us were like cool let us help you? Of course PGI just told us to basically fuckkk off and die.

But we all still tried to post good ideas for them anyways thinking they might listen after it started to fail because of bad game design the same with the basic core of MWO itself. But once again it was Fukkk Offf.

The whole concept of Planetary was originally based on 8v8 teams playing for planets which you could produce mechs per team out of factory's you captured o built using team resources with jump ships to plan your attack paths and drop decks from depending how the planet was guarded by a enemy for attack.

Defense of your planets for ether Clan or IS was fun with other inter unit helping out on drops communications was mostly done in chat rooms on the old MSN gamming zone then moved to Roger Wilco-MW2-TS-TS2-or TS3 for final battle plans.

The point I'm making is MWO is such a shallow incomplete picture of what a League planetary system was like for PC MechWarrior its insane and it was all teams no pugs or solo matches it was all 8-8 to 12v12 teams 100-4000 strong at the end of PC MechWarrior4 Mercs.

Personally we could have helped PGI but after so many FU ******** we all just bailed and PGI of course fails at FP/CW and MWO in general.

How teams populated themselves was through recruiting on the MSN gamming zone in Advertising rooms one on one contact with prospective players it worked real well for all involved teams and solo players looking for more of a challenge in the game which came with full team training and support.

Now you understand bunny why most of us old PC MechWarrior players will never take MWO serious or fund it again after all the FU ******* remarks by you know who after Closed Beta.

This is my say what I want Clone account who I have been in comp play and to MWO for almost 5 years now will remain private.

Posted Image

Edited by KingCobra, 20 September 2016 - 01:31 PM.


#27 BattleBunny

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Posted 20 September 2016 - 01:37 PM

you are basically saying, dont give any good ideas, they will get ignored.The past proves this.
I say lets keep trying anyway, cause doing nothing wont help either.


edit, im 37 btw, and always been a PC gamer. Played mechwarrior since MW2 mercs. Not sure why you found it neccesary to give me this little nostalgic story. I've been around the block a few times. It was a good read though Posted Image

Edited by BattleBunny, 20 September 2016 - 02:12 PM.


#28 PharmEcis

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Posted 20 September 2016 - 03:36 PM

I think quite a few of the BMMU members have been around since way back in the day. When you can say your first real battle was done over netmech and a 33.6k modem...

I believe Bunny's point for this thread is that there are teams out there who find that FP is boring because well, it's just a race for cookies. Being a few mechs down on purpose would be a method to increase difficulty and reward of winning for those of us used to stomping the crap out of skittles. It might also give said skittles hope that one day, they too can win matches.

:D





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