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Can We Have The Option For Rule Of 4S In Group Queue Again?


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#1 CK16

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Posted 13 July 2017 - 10:00 AM

So the old group queue rule of 4....was it really that broken? Reason why I bring this up now is cause well...with 2 Assaults dropping this next week group queue as large groups will be impossible for those wanting to play thier new mech (see every new assault mech released since the Kodiak). So with larger groups so restricted by the weights, the likely hood of smaller groups of assaults flooding the queue is high, and so large groups will be gone for awhile. Now say what you want about teamwork ect....the thing I would like to see more is a check box for large groups to go to the portion system of the past. If you take a 12 man group the group should have options of allowing up to 4 of any weight class, or say it's a 10 man, only 3 of each class ect so it is proportioned to the group size. This could be only an option for groups of 6 or more players (anything less is by tonnage alone as current).

Idk I am just looking forward to my Mk II but not looking forward too have to fight in groups for the tonnage, specially at 12m size (as we know any assault in a 12m is just to expensive usually to bring).

*edit darn phone!*

Edited by CK16, 13 July 2017 - 10:01 AM.


#2 Alex Morgaine

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Posted 13 July 2017 - 10:52 AM

Solo queue :3

Edited by Alex Morgaine, 13 July 2017 - 10:52 AM.


#3 Battlemaster56

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Posted 13 July 2017 - 11:10 AM

IDK I remember when me and my unit drop in group queue we had to fight a whole team of assaults just of usually 3-4 mans that brought nothing but assaults. And it was a pain to deal with shredding through endless armor over and over. But just me remembering some really bad experiences.

#4 CK16

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Posted 13 July 2017 - 11:13 AM

Still see that only worse now cause a large group can barely take 1 assault much less 3 to 4 ect.

#5 Athom83

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Posted 13 July 2017 - 11:52 AM

Solo queue sync dropping.

#6 JadePanther

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Posted 13 July 2017 - 02:01 PM

large groups should be restricted to faction and competitive environments..

IMO limit group size to 3 (yes i know a lance is 4) and merge the solo and group queues.. I say 3 because it has less impact on a match to have a coordinated team only comprising 25% of the team.. WoT refused to move up from 3 man platoons a long time ago after testing 4 and 5 man setups and finding larger sizes to impact gameplay waaaay too much.. in their mixed queue larger platoons would easily win against teams of lesser sized platoons.. keeping it smaller and more dispersed keeps the queued matches more balanced as well as easier on the MM.

#7 Khobai

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Posted 13 July 2017 - 02:22 PM

yep. every other similar game has a max group size of 2-3 outside competitive play for a reason.

large groups should only be allowed to play other large groups. and large groups should never be allowed to play against small groups or pugs. why this was ever allowed is beyond me, but its one of the biggest reasons people dont play CW.

Quote

Solo queue sync dropping.


is easy to prevent.

dont allow players in the same unit to be on the same team if theyre not in the same group.

yes you can still sync drop if youre not in the same unit, but the vast majority of sync dropping happens with people in the same unit.

Edited by Khobai, 13 July 2017 - 02:27 PM.


#8 SMDMadCow

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Posted 13 July 2017 - 02:27 PM

View PostJadePanther, on 13 July 2017 - 02:01 PM, said:

large groups should be restricted to faction and competitive environments..

IMO limit group size to 3 (yes i know a lance is 4) and merge the solo and group queues.. I say 3 because it has less impact on a match to have a coordinated team only comprising 25% of the team.. WoT refused to move up from 3 man platoons a long time ago after testing 4 and 5 man setups and finding larger sizes to impact gameplay waaaay too much.. in their mixed queue larger platoons would easily win against teams of lesser sized platoons.. keeping it smaller and more dispersed keeps the queued matches more balanced as well as easier on the MM.


THIS ^^, seriously nothing more aggravating than seeing a large group of comp players on the other side and knowing how f'ed you are or seeing a troll group/ totally inept Corp on your side. All I wanted was a few drops with 1 friend, not the pineapple sideways again!

#9 JadePanther

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Posted 13 July 2017 - 02:33 PM

View PostSMDMadCow, on 13 July 2017 - 02:27 PM, said:

THIS ^^, seriously nothing more aggravating than seeing a large group of comp players on the other side and knowing how f'ed you are or seeing a troll group/ totally inept Corp on your side. All I wanted was a few drops with 1 friend, not the pineapple sideways again!


at least {Godwin's Law} gets to pick his pineapple.

#10 Pjwned

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Posted 13 July 2017 - 02:45 PM

Better yet just remove the restrictions on groups and simply rely on the matchmaker to not have a ridiculous tonnage disparity between teams.

Because even if you do get wildly mismatched tonnage it really shouldn't be a big deal if you're coordinated well enough...most of the time.

It does put the spotlight on some of the piss poor game modes and maps though when 1 really heavy team destroys the other much lighter team, as well as various balance issues like leaving convergence as a broken mess with only stupid **** like ghost heat to compensate for it.

#11 Revis Volek

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Posted 13 July 2017 - 02:54 PM

When it was capped at 4 units didn't even play together, weren't really a thing until the group limit was lifted and 12 mans playing together allowed many people now to be on and play together at the same time. Allowed you to take the PUG element out of the game and get to gelling with a large number off you teamates, even if a limited number of drops. Where as playing with your whole unit, even 25 guys may have never, ever happened when its was so limited. There was guys in my unit i only TALKED to and never got a chance to drop with, honestly.

It sucked when you had 5 guys on and one had to either play solo or play something else. Thats just lame IMO, its one thing to have 13 or 14 on, well split into two equal sized groups and have at it. But when one guy got left out it just kills moral for units.

Units flourished (and dare i say population to an extent) once that issue was removed.

#12 Kiiyor

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Posted 13 July 2017 - 03:06 PM

Even with the tonnage restrictions, i'd say that a collection of heavier, small groups still has a disadvantage over a full team on comms - especially if those small groups are rocking unfamiliar mechs.

I think if you forced the matchmaker to jump through more hoops, you'd never get a game.

I still want dynamic duo's to be able to drop in the solo queue though :)

#13 Revis Volek

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Posted 13 July 2017 - 03:09 PM

View PostKiiyor, on 13 July 2017 - 03:06 PM, said:

Even with the tonnage restrictions, i'd say that a collection of heavier, small groups still has a disadvantage over a full team on comms - especially if those small groups are rocking unfamiliar mechs.

I think if you forced the matchmaker to jump through more hoops, you'd never get a game.

I still want dynamic duo's to be able to drop in the solo queue though Posted Image



solo just need to be turned into small group queue 2-3 mans only but i also think you should allow a single solo pilot to put himself into whatever queue he wants be it large or small group.

Solo queue is just a disaster in this game IMO, but thats me.

#14 Kiiyor

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Posted 13 July 2017 - 03:39 PM

View PostRevis Volek, on 13 July 2017 - 03:09 PM, said:



solo just need to be turned into small group queue 2-3 mans only but i also think you should allow a single solo pilot to put himself into whatever queue he wants be it large or small group.

Solo queue is just a disaster in this game IMO, but thats me.


I think it's the nature of that disaster in solo queue that would make me hesitant about cross contamination with the group queue. I'd be ecstatic if 2 mans could drop in it, but only if they were heavily limited on each team. One, maybe 2 groups per side tops, and balanced numbers on each team.

The old days of a single, mixed queue showed just how potent a weapon familiar teammates and communication can be, and how outraged people can get when they have a scapegoat to point their failings at.

Posted Image



#15 JadePanther

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Posted 13 July 2017 - 11:07 PM

View PostKiiyor, on 13 July 2017 - 03:39 PM, said:


I think it's the nature of that disaster in solo queue that would make me hesitant about cross contamination with the group queue. I'd be ecstatic if 2 mans could drop in it, but only if they were heavily limited on each team. One, maybe 2 groups per side tops, and balanced numbers on each team.

The old days of a single, mixed queue showed just how potent a weapon familiar teammates and communication can be, and how outraged people can get when they have a scapegoat to point their failings at.

Posted Image




its been a while but refresh my memory as to what group sizes were back then, and thereby what percentage of the opposing team did they occupy. because therein lies the problem.. when you let one group of players compose a large percentage of a team they gain overwhelming advantage given equal ground (ie equal tonnage).. iirc we called them premades cause it was a bunch of pugs fighting an entire premade team and usually the outcome was premade, especially if they had a cheeze squad running in it..

They put tonnage limits on large groups to try and control that effect but its not a good method as it causes alot of tonnage jostling in the mechlab if your group size changes often.. That and its just not fun having to play the what mech can i or my group mates take to make the group work.. The group tonnage becomes a mini-game in its own right when all you want to do is drop in a match and play the real game...

setting a lance size of 3 (unlimited tons) and combining the pug queue makes sense.. If fattens up the PUG queue so the MM tier spread can be tighter. As well as moving the larger groups into the faction play and comp settings.. back then there wasent FP and comp iirc, now there is a place for larger organized group play.. Its time to start separating large groups into the organized settings and integrate smaller ones into the casual play queue..

#16 PhoenixFire55

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Posted 14 July 2017 - 12:09 AM

The only reason why one team loses to the other team is because one team is bad. Instead of preventing a good team from playing, how about a bad team just gittingud? ... If you want to have fun matches and do shenenegans, drop into private lobby, its free these days. When you drop into group queue prepare to be responsible or get rolled.

#17 JadePanther

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Posted 14 July 2017 - 01:15 AM

View PostPhoenixFire55, on 14 July 2017 - 12:09 AM, said:

The only reason why one team loses to the other team is because one team is bad. Instead of preventing a good team from playing, how about a bad team just gittingud? ... If you want to have fun matches and do shenenegans, drop into private lobby, its free these days. When you drop into group queue prepare to be responsible or get rolled.


theres more to it than gud or horribad.. after all how often have you seen a clutch win when down by 5 nowadays.. back then in 8v8 you could see someone clutch a 8v2 on an almost daily basis.. now your lucky if u see that kind of comeback once a month or 6..





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