So This 4V4 Thing...
#1
Posted 02 July 2017 - 10:15 AM
Or is this just to speed up testing and queues for the PTS?
#2
Posted 02 July 2017 - 10:21 AM
#3
Posted 02 July 2017 - 10:42 AM
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
Posted 02 July 2017 - 12:10 PM
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
Posted 02 July 2017 - 12:16 PM
#6
Posted 02 July 2017 - 12:22 PM
#7
Posted 02 July 2017 - 12:29 PM
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
Posted 02 July 2017 - 12:41 PM
Escef, on 02 July 2017 - 12:22 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. This issue is severely reduced in 4v4, and the game becomes much more mobile with more brawling and dueling.
ChapeL, on 02 July 2017 - 12:29 PM, said:
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
Posted 02 July 2017 - 01:20 PM
ChapeL, on 02 July 2017 - 12:29 PM, said:
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...
#10
Posted 02 July 2017 - 01:30 PM
but 8v8 is the best
12v12 is awful
#11
Posted 02 July 2017 - 01:48 PM
Alcom Isst, on 02 July 2017 - 12:41 PM, said:
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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