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Give Us 4 Drops In Quickplay


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#61 Bishop Steiner

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Posted 14 December 2016 - 03:16 PM

View PostKoalaBrownie, on 14 December 2016 - 12:54 PM, said:

No thanks.
I like flanking in quickplay and having people constantly re-spawn would screw me over.

exactly. Those who like doing anything but zerg rushes or spawn camping, I would think have little use for it. Already way too much CoD mentality in this game community.

#62 Besh

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Posted 14 December 2016 - 03:17 PM

View PostitsGreyspot, on 14 December 2016 - 03:03 PM, said:

I may have missed a reply but how would this work for newer players especially those that haven't bought their first mech? Run 4 different trial mechs? That seems kind of overwhelming to a new player still getting used to the game.

Personally, I like the idea where FW is going with the QP game modes tweaked for drop decks. It doesn't give the mix and match of tech but it seems like the qp additions will make faction warfare more accessible in the long run.


You did...

View PostBesh, on 14 December 2016 - 11:06 AM, said:

Amongst everything else already said above...

Making a 4 'Mech DropDeck mandatory for QP also...will make it really, REALLY harsh on newer/not CBill rich players. Consider Skill/module disparity - or SkillTree disparity if keeping in mind upcoming Changes .


#63 itsGreyspot

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Posted 14 December 2016 - 03:49 PM

View PostBesh, on 14 December 2016 - 03:17 PM, said:


You did...


Look at that, first page too.

#64 Jubblator

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Posted 14 December 2016 - 03:50 PM

View PostTWIAFU, on 14 December 2016 - 02:38 PM, said:



That is QP, but you don't play QP and are not going back. Added respawn will not make your QP fun again. It will make all the things that made QP unfun for you four times as worse.

Get a group or a Unit and start playing where the real fun is.



Or, take your toys and go home if you don't get what you want, that will work too.

Bye.

You still dont get it, the variety would come from me going in with different mech loadouts (having different mech combinations), ASWELL as letting me use different mechs in one game (instead of having to sit through queue, then match start etc. for each separately.) I liked the way this played out in FW when it was more or less Pug vs Pug and would play alot more (had it not been just a feature at the start of the time cycle). It was not unlike QP but it was different and similar enough.
I am at home and i have my toys where i want them thank you very much...you are seriously salty over nothing haha =)

Edited by Jublator, 14 December 2016 - 03:53 PM.


#65 Evil Goof

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Posted 14 December 2016 - 03:51 PM

View PostRestosIII, on 14 December 2016 - 10:51 AM, said:

Personally, I dislike the dropdeck system. I feel like you should drop in a single mech for a match, and have to deal with running that for better or for worse. With a dropdeck, there are moments where you'll just go "Eh, time to sacrifice this mech just so I can jump into a different one for this battle", which makes no sense. That, and it still makes me laugh that somehow you're ejecting from the mech and somehow getting into a new dropship that quickly with another mech.

Wow... I agree with you. Is there a full moon or some other weird ***** to explain this?

#66 Jubblator

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Posted 14 December 2016 - 03:52 PM

View PostDavers, on 14 December 2016 - 02:55 PM, said:

So QP gets tiresome, FW is unbalanced, and the reason you are excited to play again is a feature that isn't in the game? Welcome to the island.

The core of the feature is in the game (modes and maps), its just currently only inside of Faction Warfare = no queue for PUG only.

Edited by Jublator, 14 December 2016 - 03:53 PM.


#67 RestosIII

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Posted 14 December 2016 - 03:55 PM

View PostEvil Goof, on 14 December 2016 - 03:51 PM, said:

Wow... I agree with you. Is there a full moon or some other weird ***** to explain this?


Isn't it obvious?

Posted Image

#68 Wildstreak

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Posted 14 December 2016 - 05:40 PM

Only needed for Private Matches.

#69 Cato Phoenix

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Posted 17 December 2016 - 08:13 AM

Then 'quick play' wouldn't be quick play.

I like that if you want to play smash'em over 4 mechs you do FP.

#70 Mystere

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Posted 17 December 2016 - 08:19 AM

View PostRestosIII, on 14 December 2016 - 10:51 AM, said:

... and it still makes me laugh that somehow you're ejecting from the mech and somehow getting into a new dropship that quickly with another mech.


This is where the principle of "suspension of disbelief" kicks in. It's not really the same pilot, it's your "reinforcement". Posted Image
.

#71 Galenit

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Posted 17 December 2016 - 08:38 AM

View PostJublator, on 14 December 2016 - 10:49 AM, said:

So have i missed anything? Leave a comment down below.

Maybe put no heat / inf. ammo in it?

Its ok for me, if its a seperate queue.
I think the normal qp would be more fun for me then ...

Edited by Galenit, 17 December 2016 - 08:39 AM.


#72 Robot Kenshiro

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Posted 17 December 2016 - 09:02 AM

Drop decks in QP...... if that ever happened this whole game would be FACTION PLAY x2. Faction play would seriously just die and everyone would flock to the new drop deck quick play mode....stomp ppl 48-0. Swim in their amassed cbill gains and the poor loyalists and mercs eagerly wait for someone to arrive in faction play to have some warfare.

Many have stated ideas on respawns. Many have stated changes to new game modes. Many have asked and written countless ideas to change the pace of the game. But seriously. Drop decks in quickplay is a big no.
I would RATHER a load out change option before dropping on your selected mech. Ability to save 2 or 3 loadouts. 1 can be your pro meta build. 2 can be your heat management build and 3 alcan be your cheese trolly build for kicks.
Enter a match dont get what you voted for. Have the wrong load out. Click 1 2 or 3 to suit map and playstyle while getting drop shipped.
Thats my input. I can live without it. But implementation of drop decks in QP. -1 thumbs down. Soz.

#73 Beaching Betty

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Posted 17 December 2016 - 09:23 AM

No thanks

#74 Angel of Annihilation

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Posted 17 December 2016 - 01:29 PM

View PostPika, on 14 December 2016 - 11:07 AM, said:

I kinda like the idea but we'd also need to start transitioning away from Quick Play being.. well, Quick. Maybe start treating games like BF matches or something.

But then I also think QP should be mixed in with FP somehow (Like minor battles are QP and major battles are FP) BUT HEY HO!



I kind of agree. Real battles aren't over in just 5-10 mins, they drag on for hours. I would have loved for a mode where you could actually disengage and go back to your drop ship to repair or maybe get a new mech that had about a 2 hour time limit plus include actual objectives and such on the map. I would also love to see maps about 5x the size of Polar Highlands that required scouts to actually scout and find the enemy so you could dispatch your heavier mechs to engage them. Basically some sort of grand battle type of scenario.

#75 BearFlag

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Posted 17 December 2016 - 02:16 PM

@OP

No thanks.

Respawn is essentially broken and has contributed to FW drifting in and out of a coma. In FW it all but necessitates a simple queue (no matchmaker, bad idea), spawn camping still after two years, two, now four, times the death rate, blow out stretches miserably across four mechs. And many simply do not like respawn, at all.

While I like the idea of R&R, I have trouble seeing it work. Game flow is too fast to break off and repair unless you're a light. TTK is in the mud. I dunno. So many good ideas, so little action.

As for bridging players into FW, FW needs a serious re-think. One, FW does not require respawn (look at Scout). Two, matchmaking is mandatory*. The recent inclusion of QP modes in FW missed this big time. They didn't bring the popular QP to FW, they brought the unpopular Invasion to QP modes. Does any one really believe QP players will stay? Three, illusive immersion doesn't mean increasing abstraction (tug-o-war), it means increasing detail and interaction. Had they wanted QP in FW, they should have brought the modes over largely unchanged. An alternate matchmaking method would have been required, but that's not terribly difficult.

* Invasion is pretty much hosed for matchmaking because PGI developed themselves into a corner. It need not have been so bringing in the QP modes. Not too late....

Edited by BearFlag, 17 December 2016 - 02:31 PM.






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