http://www.pcgamer.c...orld-champions/
I promise, last thread of the day.
Anyways, I was looking up Mechwarrior Online in Google News to see if PGI has been doing anything since last December to promote the game.
(PS. The answer is no)
And I came across this article that I have no doubt that many of you die-hard elite uber guys probably read already.
And this line caught my attention:
"Before the match even started, when both teams had chosen their mechs, EMP noticed something odd. For the past two rounds, EON had a total tonnage of 500, but for this final round it had jumped up to 520."
Then it hit me how ludicrous the situation is. Let's say, EMP decided to switch mech to counter, so their floating tonnage may/may not change from the 500 as well, then EON saw it... and decide to change...
Would this not be a perpetual cycle of change? And how can correctly guessing the correct mechs based on tonnage be a deciding factor in winning between top-tier teams?
Think of it as in basketball... you have a pretty good idea of a pool of players that the other team possess. But once both teams come out for tip-off, timeout, or any other dead-ball situations, you have no idea what lineup they are going to use. If you wanted to switch your own lineup to better match... say... 5 big men that will be pounding your basket, you are penalized for using 1 timeout.
This isn't the case. By PGI showing you what the total tonnage of the other team, it's like giving unlimited substitution. I absolutely agree that being coy is part of the gameplay. However, that coy should be used on what you can execute, not whether you can correctly guess what the other team is doing.
Let's say EMP doesn't see the 520. EON definitely would have caught EMP by surprise, and the result would have been different. My point is... in any competitive sports at the highest of levels, pre-game information is ALWAYS kept at a minimum. While I may not be able to do this, for these guys to see tonnage +5, +10, -5, -10... it's like giving them a HUGE piece of information considering how uber meta l33t god players that they are.
Now, it's true that EON can also see EMP's tonnage. But I am guessing that they didn't know their strategy is already compromised from the start. (And honestly, it's not fair either for EON to know that EMP didn't change their mechs)
I understand in regular private lobby... maybe it's a convenience feature for players on both sides to "not cheat" per se. But... at the world stage with thousands of eyes watching, cheating is not possible.
So why are these infos not hidden? Perhaps something to think about with the coming of 8v8 and a formal competitive league support.
0
Just Read This, Maybe... Competitive Change?
Started by razenWing, Apr 11 2017 11:35 AM
2 replies to this topic
#1
Posted 11 April 2017 - 11:35 AM
#2
Posted 11 April 2017 - 11:40 AM
Last I checked, it may have been mentioned/asked for in the PGI "comp round table".
Of course, it apparently wasn't important to have a "swap teams" option.. a thing that's actually necessary in comp play. What tends to happen is that people drop and recreate lobbies as a consequence... adding unnecessary wait time instead of a "one button solution".
In non-comp situations, people do manually swap teams (although most of that control is from the lobby creator), which is equally a PITA.
Of course, it apparently wasn't important to have a "swap teams" option.. a thing that's actually necessary in comp play. What tends to happen is that people drop and recreate lobbies as a consequence... adding unnecessary wait time instead of a "one button solution".
In non-comp situations, people do manually swap teams (although most of that control is from the lobby creator), which is equally a PITA.
#3
Posted 11 April 2017 - 06:45 PM
Deathlike, on 11 April 2017 - 11:40 AM, said:
Last I checked, it may have been mentioned/asked for in the PGI "comp round table".
Of course, it apparently wasn't important to have a "swap teams" option.. a thing that's actually necessary in comp play. What tends to happen is that people drop and recreate lobbies as a consequence... adding unnecessary wait time instead of a "one button solution".
In non-comp situations, people do manually swap teams (although most of that control is from the lobby creator), which is equally a PITA.
Of course, it apparently wasn't important to have a "swap teams" option.. a thing that's actually necessary in comp play. What tends to happen is that people drop and recreate lobbies as a consequence... adding unnecessary wait time instead of a "one button solution".
In non-comp situations, people do manually swap teams (although most of that control is from the lobby creator), which is equally a PITA.
Not sure if I am on the same page, but I never understand why spawn location is tied to team number. Like, why is team 1 always a certain spot and team 2 always a certain spot? Why aren't they random?
Even Superbowl makes you flip a coin...
Speaking of which... shouldn't Alpha, Beta, and Charlie lance be random as well? Because the intention is put the heaviest furthest apart from one another right? Which makes sense for Quick Play, because they are weight matched. However, in FP or Comp... that doesn't hold anymore... random would generate more excitement and strategy through uncertainties.
Edited by razenWing, 11 April 2017 - 06:48 PM.
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