#121
Posted 24 August 2017 - 09:53 PM
#122
Posted 25 August 2017 - 12:22 AM
#123
Posted 25 August 2017 - 03:00 AM
Quicksilver Kalasa, on 24 August 2017 - 08:21 AM, said:
Yea!
And while you and some LRM Raven go to flank, you leave the 6 others to face 8 and loose. Then you and your other flankers have to fight 2 vs 8. Now you loose 8 to 0.
#125
Posted 25 August 2017 - 03:41 AM
El Bandito, on 23 August 2017 - 09:10 PM, said:
Tryhards and metawhores dont even understand that pug is pickupgroup and that they are part of a pug if they play quickplay.
They have groupplay, they have compplay and they managed to get most pugplayers out of cw and now they want quickplay also as their playground?
Go play group or comp if you cant bear the randomness of quick play!
Hope pgi will do a client poll, if not the loud minority will again make the game worse for more then 80% of the playerbase.
Edited by Kroete, 25 August 2017 - 03:43 AM.
#126
Posted 25 August 2017 - 03:54 AM
MustrumRidcully, on 25 August 2017 - 12:22 AM, said:
I've had the realization, just a moment ago actually, that I truly do no care anymore.
8v8, 12v12, whatever. PGI is going to do what it needs to to minimize costs and keep this product going as long as it can be made profitable to do so. I don't believe for a second that the 8v8 "test" will be a test, or be about gathering data, or be about improving game quality. It is about maintaining a viable gaming enviornment within which they can continue to sell the mechporn that pays their bills. I'm convinced that 12v12 is done no matter what the "test" shows. We are going to 8v8. So my personal preference for one or the other just doesn't matter.
#127
Posted 25 August 2017 - 06:08 AM
#128
Posted 25 August 2017 - 06:38 AM
I would love to play 8v8, 12v12, 16v16
#129
Posted 25 August 2017 - 06:38 AM
Kroete, on 25 August 2017 - 03:41 AM, said:
You realize by posting on the brown sea (aka these forums), you ARE part of the loud minority right?
Edited by Quicksilver Kalasa, 25 August 2017 - 06:38 AM.
#130
Posted 25 August 2017 - 06:47 AM
Quicksilver Kalasa, on 25 August 2017 - 06:38 AM, said:
Minority indeed.
Even PGI folks post more on Reddit than here.
Seriously folks, If you want to have a better chance of having your voice heard, then really you ought to be posting in both places. And if you REALLY want to have the best chance of having your opinion counted, then, well, as long as you are willing to couch your commentary within a few lines of initial unmitigating praise, then get on Russ's and the other PGI folks' twitter accounts.
#131
Posted 25 August 2017 - 07:03 AM
MischiefSC, on 24 August 2017 - 06:01 PM, said:
IF the matchmaker has accurate enough info to make use of it. Currently it doesn't matter because the need to build a match quickly out of 24 available people roughly matched for tonnage gives it few options. Cutting that by a third will, without question, give it more ability to be selective in who it puts together.
And all a smaller drop size does is hide other issues that'll only be less noticeable, but still there.
Quote
I can tell you from experience that 3 v 1 is a delete button if everyone involved is any good. 2 v 1 is not; you can survive that most the time just fine. Even in 1 trade though 3 v 1 is enough to all but ensure, even on a push, that the 1 guy is getting deleted. The more 3 v 1 opportunities you have the more you've got 1 guy getting deleted in 1 second of exchanged fire.
That's where 8 v 8 is more tactical. You've got, at most, 2 sets of 3 v 1 instead of 4. If you've got a firing line 12 v 12 makes 3 sets of 3 v 1 in any given push or flank not hard to arrange, in 8 v 8 it's barely 1.
Think of it like critical mass. It's about how easy it is to arrange 3 mechs on 1 firing lane that the enemy comes into. With 8 people you must spread a bit more thin. What you have more of is 1 v 1 and 2 v 1, which is viable trades on both sides (depending on mech, position and skill).
The only 'strategy' that 12 v 12 allows is for 2 or 3 guys to wander off from the deathball to die. That's not a flank.
The symptoms of 2 or 3 guys wandering off to die is a function of disorganized, non-communicative groups NOT because there are 12 people on the team. Even back in the original 8v8 days you had those same people wandering off to die, only it hurt a lot more than in 12v12.
Quote
Not hard to predict and we've got plenty of testing for it.
Quote
https://mrbcleague.com/
Go watch recordings of matches. There's both 4 v 4 and 8 v 8 stuff there to see. 78 teams signed up for last season. The skill curve there is actually very wide and it's an excellent view of what pretty much T4-T1 8 v 8 would look like. Because of how MRBC breaks divisions up those matches are a better matchup than 90% of QP/group queue matches.
12v12 should be what a BattleTech game should be about.
Thorn Hallis, on 25 August 2017 - 03:40 AM, said:
And after R&R you typically had about the same (if not less depending upon component destruction of your own 'mech) as you get now.
Once PGI eliminated the R&R costs, they reduced the rewards to more or less what we're getting now.
Archer Magnus, on 25 August 2017 - 06:38 AM, said:
I would love to play 8v8, 12v12, 16v16
I like this option.
THAT would keep us on our toes I think...
#132
Posted 25 August 2017 - 07:23 AM
Edited by draiocht, 25 August 2017 - 11:43 AM.
name & shame, reply removed
#133
Posted 26 August 2017 - 09:02 AM
#134
Posted 26 August 2017 - 09:06 AM
process, on 23 August 2017 - 02:01 PM, said:
This is actually the best option, when population is above a certain number 12v12 happens when it's bellow it 8v8 happens.
I prefer 12 v12 I think completely reverting isn't good for the game, it's certainly not the cure for the Match maker.
But it is an intelligent compromise.
I doubt though that P.G.I would be willing to code something that 'complex', even though it's been a feature on Wargamming net games for years.
#135
Posted 26 August 2017 - 12:08 PM
Cathy, on 26 August 2017 - 09:06 AM, said:
I prefer 12 v12 I think completely reverting isn't good for the game, it's certainly not the cure for the Match maker.
But it is an intelligent compromise.
I doubt though that P.G.I would be willing to code something that 'complex', even though it's been a feature on Wargamming net games for years.
It makes 8v8 or 12v12 based on 'population levels' seem even more of a half-assed mediocre option.
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