Quicksilver Kalasa, on 24 August 2017 - 09:14 AM, said:
8v8? Comp play, and QUICK PLAY will never, ever, Ever, EVER, EVER be like comp play because you have full 8 man teams with specifically designed 'mechs, each team member knowing what their other team members have equipped, all using a predefined and practiced strategy, going against another 8 man team of the same sort.
QUICK PLAY will only in the most EXTREME RANDOM circumstances be like that (two different 8 man teams practicing in the Quick Play queue accidentally being matched against one another by MM being the only reasonable circumstance that would ever happen).
The static-ness experience in a significant number of matches we experience in 12v12 is a result of two things:
1. 12 people either all solo, or some mashup of different sized groups, all being randomly grouped together, not communicating effectively, nor being properly led in any coherent manner. In those moderately rare instances where people ARE communicating and/or being properly led by someone, it's typically a very different experience.
2. Map construction, plus drop placement, plus game mode all affect this.
Maps are constructed such that most have some sort of 'dominating feature' in a somewhat central location that provides some level of tactical advantage. Caustic Valley, Tourmaline Desert, Alpine Peaks (though it doesn't quite affect game play so much any more), Canyon Network, Crimson Strait, etc. etc. etc.
Couple a static dominating map feature with tactical importance with static drop points where players are always spread out thousands of meters and a particular game play is practically forced upon the team and getting 12 random strangers to do anything different results in the 'herding angry cats' syndrome.
Domination? Yeah everyone moves to get close to the 'yellow puddle of failure' in the middle of the map and find a position to fight until one side or the other has lost enough players to make a push. Not unreasonable.
Assault/Incursion? Two sides typically move in the general direction of the enemy's base meeting somewhere in the middle, once contact is made, typically firing positions remain mostly static. Assault should be changed so that ONE side is defending and ONE side is attacking.
Escort? Actually, while most people tend not to like it, I think this one has a lot more 'fluidity' of the battlefield because Trump (the VIP) is always on the move and there's always a small risk of the attackers finding him and killing him off.
I vote for this mode every time it comes up, BECAUSE it makes us play differently.
Most people are afraid of change, and therefore because this mode doesn't cater to their desire to be 'Rambo' and kill off the entire enemy team solo, they don't like it and it's rarely played.
Conquest? This mode too has some fluidity, but only so much as what direction is the enemy going to approach Theta from? Because these points are static and our drop points are static, typically both sides push for the two points closest to their drop points and then move towards Theta.
Depending on how well the team members coordinate will determine how well you do, but typically the game mode is ruined by some heavy/assault pilot playing "'mech valet" doing nothing but moving his armor and weaponry from parking space to parking space, screwing over 11 other people. (I don't see how 8v8 is going to fix that problem at all.)
None of the above is fixed by reducing teams to 8v8.
You can't have "more" options with LESS resources, I believe they call that a non sequitur.
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12v12 is MUCH better.
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How is someone who is bad at flanking and getting seen in a 12 man suddenly going to have "more skill" at it in 8v8?
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Too many people tend to wax nostalgic about the past because time makes most people forget the pains they suffered.
Pretty sure this was the case.
The gaming community argued long and hard for 12v12 because it made more sense lore-wise, would provide more options in battle, and just in general would be more fun.
And it is, there are parts of 12v12 that need to be fixed:
Not starting all three lances spread across 2k of map would be a good start.
Dropping the assault lance BETWEEN the heavy and light lance might help, it'd be interesting to try it anyway.
Add more randomized drop points so that game play match-to-match may have a better chance of varying.
Stop creating maps with centralized tactical points of interest
Change game modes such that there are actual attacker-vs-defender, not these "each side has a base to attack and simultaneously a base to defend.
Spend some money on advertising the game so that the game might have a constant influx of new players, a portion of whom may become not only NEW paying customers, but regular players available for placement in the drop queue.
12v12 is BETTER, just needs some tweaking.
Edited by Dimento Graven, 24 August 2017 - 09:50 AM.























