Honiara, on 18 February 2017 - 03:23 PM, said:
Yep, this.
How can PGI as the developer think that people who do less than 200 damage in an entire FW game deserve to be in the same game as people doing 1500+ on the loosing side. this is not FUN for either the new players of the veterans.
1. Get rid of trial 'mechs from drop decks
2. remove the ability for people to level 'mechs in FW
New players in FW will cause issues, not only making the new players think this game is bad, as they are getting stomped, which in turn may make them stop playing this game. This also stops the veteran players playing as they don't want to be teamed up with new players.
The above 2 very simple fixes should help the game play for FW.
Considering PGI supports spotting and stuff like generator destruction doesn't add up in damage?
I have played in a unit before and had many sub 200 damage games but played critical roles... such as destroying 2-3 generators single handedly behind enemy lines in a mist lynx to things like spotting and UAV'ing them every 3 minutes with NARC's, TAG's, UAV's, Seismic...
Sadly, damage isn't an indicator of skill. [edit: I said damage again before] (Especially when too much damage is a common indicator of an inexperience player who 'can't kill targets effectively').
I do not want FP to be a game mode locked away, There are people out there who are quite good from the get go and with the upcoming mastery changes most people won't be able to play the game mode for awhile with most mechs.
PGI doesn't want a tier system in FP due to the fact of the population of MW: O being to low and having 3 servers cuts the playerbase up heavily but sometimes I wounder if having pre made groups is also a problem. Personally I love playing solo or in small lances but when 3 4 mans (or smaller) come across a 12 man it's virtually always a demoralizing lost... keep in mind the golden days of CW is apparently the days it was so heavily population that you can have a 12 vs 12 match without any premades in it. I would like to see some limits on how many people can drop together as 12 feels like a large number (most games stay with 2-4), I think a lance of 4 is a good number and then a stat that makes the remaining 4 players solo while the last lance is open to anyone unless MM struggles to find a match. Problem is due to timezone and stuff it is quite easy to sync up into the same match and negate any of these changes.
Regardless, the high numbers of inexperienced players and high number of large groups / units of players creates an uncomfortable experience with varying potential ideas on how to fix it (exclusive 12 vs 12 pre mades, exclusive solo players, one 'command lance' pre made + solo's/ smaller groups, etc...)
Edited by Nightshade24, 19 February 2017 - 04:00 PM.