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So This 4V4 Thing...


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#1 Humpday

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Posted 02 July 2017 - 10:15 AM

Is this going to make into the release as well? By "this" I mean are we going to be able to PUG drop 4v4 as well as 12 and 8? I'm rather liking the 4v4 slugfest matches.

Or is this just to speed up testing and queues for the PTS?

#2 Battlemaster56

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Posted 02 July 2017 - 10:21 AM

Noo just PTS and Scouting( to my best of knowledge), also it be nice to garner support for 4v4's it much more fun and last longers than most of my 12v12 matches in SQueue and the intensity it lacks some times.

#3 Tarl Cabot

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Posted 02 July 2017 - 10:42 AM

It would be nice if PGI would had one or two other variables. Besides the 12vs12 for IS setup, do a 5vs5 or 10vs10 for Clans, or Comstar setup of 6vs6.

Adding that flexibility to the game would open doors for different types of special events, and could head into a Solaris build up, testing 4/6/8 FFA either in the base QP or Private Matches ability. Even without Solaris maps, the base code can be introduced and setup so that it can be enabled/disabled on the backend, with different parameters.

#4 Alcom Isst

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Posted 02 July 2017 - 12:10 PM

I looooooove 4v4! It like has an actual major impact on the gameplay and flow of a match, unlike Assault, Skirmish, Conquest, Domination, Escort, and Recursion.

It's so low effort too, and there's several ways you could implement it! You could have quickplay queues that randomize the team size between 4v4, 8v8, and 12v12, though that would cause some frustration due to the lack of choice and handling groups in the queue would get weird. You could have it as a separate queue, but that would split-up the player-base and I'm not sure if the player-base is large enough to handle that. You could allow players to create custom public matches, but that kills all balancing and c-billing.

Pros & Cons, but I want my 4v4.

Edited by Alcom Isst, 02 July 2017 - 12:43 PM.


#5 HGAK47

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Posted 02 July 2017 - 12:16 PM

The best idea I have heard regarding modes such as a 4v4 or FFA in my mind has to be the option to have them on a rotating basis. Be it an hourly timer or a certain day of the week etc... something so its fresh for everyone without having to break up queues or buckets.

#6 Escef

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Posted 02 July 2017 - 12:22 PM

Yeah, people fight in 4v4, do you know why? Because people want to test the new toys, therefor actually want to fight for a change. 12v12 is loaded with people that don't want to fight. As for 4v4 taking longer, since there are fewer people on the map it is less congested, more places to hide those smaller numbers.

#7 ChapeL

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Posted 02 July 2017 - 12:29 PM

Keep in mind that on the PTS, people are there to test ( play ) No one goes off to walk the dog while looking for a game. 4v4 is going to be a lot less fun when you end up with 2v4 because someone is afk and another brought a HMG boat Dire wolf.

12v12 can afford a few ghosts or clowns per team and there is always one or two per match...

People have a tendency to forget how lopsided matches became when an 8 man team lost one or two mechs to afk/DCs in beta.

Edited by ChapeL, 02 July 2017 - 12:30 PM.


#8 Alcom Isst

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Posted 02 July 2017 - 12:41 PM

View PostEscef, on 02 July 2017 - 12:22 PM, said:

Yeah, people fight in 4v4, do you know why? Because people want to test the new toys, therefor actually want to fight for a change. 12v12 is loaded with people that don't want to fight. As for 4v4 taking longer, since there are fewer people on the map it is less congested, more places to hide those smaller numbers.

The major reason why 12v12 is so passive and defensive is the constant threat of being singled out and steamrolled by the enemy murder ball if you aren't several hundred meters away behind a rock. This issue is severely reduced in 4v4, and the game becomes much more mobile with more brawling and dueling.

View PostChapeL, on 02 July 2017 - 12:29 PM, said:

Keep in mind that on the PTS, people are there to test ( play ) No one goes off to walk the dog while looking for a game.

People have a tendency to forget how lopsided matches became when an 8 man team lost one or two mechs to afk/DCs in beta.

A disconnect has more impact but is less likely in a 4v4, same with build silliness, so there's a trade-off. It's not perfect, but I've been able to get more good brawls and moments of tactical mobility out of 4v4 than 12v12.

Edited by Alcom Isst, 02 July 2017 - 12:48 PM.


#9 A Shoddy Rental Mech

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Posted 02 July 2017 - 01:20 PM

View PostChapeL, on 02 July 2017 - 12:29 PM, said:

Keep in mind that on the PTS, people are there to test ( play ) No one goes off to walk the dog while looking for a game. 4v4 is going to be a lot less fun when you end up with 2v4 because someone is afk and another brought a HMG boat Dire wolf.



Unfortunately even on the test server, you can run into spuds that will run and hide the last 6 minutes of a match.

If it wasn't for the name and shame policy... Posted Image

#10 Khobai

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Posted 02 July 2017 - 01:30 PM

4v4 > 12v12

but 8v8 is the best

12v12 is awful

#11 Escef

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Posted 02 July 2017 - 01:48 PM

View PostAlcom Isst, on 02 July 2017 - 12:41 PM, said:

The major reason why 12v12 is so passive and defensive is the constant threat of being singled out and steamrolled by the enemy murder ball if you aren't several hundred meters away behind a rock.


The problem is that players are afraid to fight because their team has failed to back them up so consistently that they've learned that teams only have two general modes pf engagement: hide-and-poke, and blood in the water feeding frenzy.

Edited by Escef, 02 July 2017 - 01:48 PM.






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