I typically drop solo or with a few friends. We tend to switch between IS and Clan week to week. Recently, balance between the two factions has honestly felt pretty decent. Sure, Clans tend to win the longer ranged maps and IS the more brawly ones, but--assuming it's not a full unit vs pugs--it hasn't felt like either was stronger overall.
When I drop I usually try to call, and despite what people like to insinuate most of the time people listen.Occasionally there's the one hopeless jackass, but he's the exception, not the rule. People do listen to a drop caller. The problem is that in most games, no one takes up that position, and therefore most pugs just aren't used to it, and many don't understand why it's important, hence the backlash. But in my experience so long as you calmly keep calling, ignoring the jackass, people still listen. At least they try to.
A lot of people that solo drop seem to think that there's no way to beat a coordinated group, and a lot of people that group drop think that if you're not group dropping you're hopeless.The truth of the matter though is that there really isn't that much separating premades from pugs, other than your EVILs and such that are just that good together. People generally want to coordinate, they generally do listen to called targets and most of them do bring skilled, solid mechs (and just because a mech isn't currently meta doesn't mean it's not still a solid mech. The game isn't so black and white that you're either in a LRM boat or a Hellbringer with nothing in between).
With all that said, what I see as the main problem of FP is the stigma attached. People are afraid to try drop calling, afraid to call targets, afraid to even bother against a unit. It doesn't help that certain units would prefer to spawn camp and pad their damage numbers than actually win the game, preferring to drag out all 48 mechs when they could've killed the gens/capped the circle/etc with their first wave. It's that kind of attitude that pushes people in one of two directions: into the bigger units (since the smaller ones usually won't field a full team) or away from FP entirely. That exacerbates the units vs pugs problem by lowering the number of pugs as well as the number of people that just aren't in the big units, which leads to pretty monotonous battles when there's no event going on, with the same few units stomping on the remaining pugs when not having actual unit vs unit battles, of which I can't imagine there are too many.
So here's what I propose as at least a temporary "fix."
There's been suggestions of limiting group size to a single lance. Instead of having the game hard-limit the mode as such, I propose that units try to limit themselves to smaller drops. Additionally, that they use the in-game VOIP to drop call and coordinate the pugs and (I'd imagine) smaller/weaker units on the team. The goal is twofold: 1) to attempt to lessen the impact of a large unit drop, both in terms of overall power and of the psychological effect a large drop has on opponents, and 2) to give the other players a taste of what kind of coordination a large/good unit plays with and demonstrate why and how it is effective.
This could be a community-run event of sorts, where this happens for a month or some other period, or a personal mandate by whichever units felt generous enough to do it regularly. Either way, the hope is that by making this kind of effort FP won't appear as daunting as it typically can, that it would encourage players to seek out advice rather than getting clubbed and putting the mode aside, and overall improve the playerbase both new and veteran.
It's probably happened or been discussed before. Might be laughed out of the room for suggesting it. After all, I'm just a relative nobody and not a top tier player by any means, what the hell do I know.
Edited by Stealthrider, 10 January 2018 - 06:24 AM.



























