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For Qp, 2 Variant Drop Decks


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#21 a gaijin

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Posted 30 October 2016 - 06:56 PM

View Postvibrant, on 27 October 2016 - 06:06 PM, said:

This idea scares the hell out of me... I can only imagine everyone turning up to Alpine Peaks armed with: LRMs, ER PPCs, ER large largers & large pulse lasers. And nothing else. Everyone will just hill-hump for 15 minutes, ending with only 3 people dead.

As much as I'd love to be able to tailor a mech to a specific map, I can forsee it'd lead to major gameplay issues. At least now, we all have to be somewhat... flexible... in our loadouts so that we can function on most (if not all) maps and game modes and gameplay styles.

You're absolutely correct. If I know I'm dropping on one of the open maps I'd be MUCH more likely to outfit "appropriately." I
would actually start using LRMs again Posted Image

Those times I get dropped on Polar Highlands in a brawler build teach me to adapt tactics appropriate to the situation or a reality check (first mech killed) that teaches me to...adapt tactics appropriate to the situation Posted Image

Personally I find not knowing in QD where we'll be is better for helping me improve.

#22 Xmith

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Posted 30 October 2016 - 09:41 PM

Leave QP as is. Adding a second deck thumbs down QP. QP as it is now, differates itself from FP with the aspect of having to play smarter because you only get one chance to make it through the match alive with a win.

It should not matter what mech you dropped in if you happen to drop with a team that is a bit more cohesive than the red team. That's what QP is all about. Working with what you got at the moment.

As far as that one person quiting (don't know for sure), who cares let them. It's not enough imo to make any difference to the outcome of a match.





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