Imperius, on 14 March 2018 - 10:17 AM, said:
The thing is PGI doesn’t support groups at all. Constantly makes sure to punish them. Sure they could undo those punishments but they won’t. So fhis is the compromise. I mean you were around when Roadbeer and I fought for groups correct? It has always been important to me.
I was right there with you guys fighting for the groups. I'm still fighting for them which is why I prefer it remain 12v12.
Imperius, on 14 March 2018 - 10:17 AM, said:
That’s also why I fought for single player/coop or AI opponents. PGI has fundamentally destroyed their game to help potatoes feel like they are good or make a difference. I tried to give them a place to play and not punish the rest of us so we can actually have fun. CW also died because of its lack of an AI opposition. Solaris will be no different.
Solaris may fail, but I don't think it will. Single player and Co-op also are not an alternative to people wanting fun PVP. Potatoes are always going to exist.
Imperius, on 14 March 2018 - 10:17 AM, said:
Did you click my link to that album where one group of 4 was always extremely bad. All those matches I got around 1000 damage and still lost. Those numbers aren’t inflated either with spread damage.
I saw them, but I don't see them as evidence we need to make individual performance more of a focus. I do see that we need a match maker that is more than just an XP bar.
Imperius, on 14 March 2018 - 10:17 AM, said:
That’s not fun, the term carry harder exists because of that. I play pvp games to win, potatoes play this game to larp. Then have the audacity to come here in the forums and complain about losing and the game isn’t fun because they don’t want to be forced to “meta”
Everyone should be playing to win, and its why I hate the surrender option in other games like LoL for example. That being said there is room for hardcore players and lore enthusiasts but it requires better provisioning of the players than the tier system and current game modes provide.
Solahma, on 14 March 2018 - 10:40 AM, said:
One of the most enjoyable parts about 4v4 scouting was that matches were vastly different every drop. Fighting in areas that were not used much. Moving through areas you'd typically never see in a 12v12. While 8v8 will still be more predictable than 4v4, it goes without saying that less players in a match offer more options for setting up engagements. It does give you less options after the primary fight has started though. In 12v12, you have the potential for back-up to arrive, fresh mechs to trade out positions, flank movements. For example, in 12v12 you could have 8 frontline mechs and 4 flanking mechs which works very well if you can naturally make it work with your team. The problem is that MOST matches have less coordination and the 8 frontline mechs typically start following the flanking mechs which results in full-team rotations, or NASCAR.
Personally I have found that the biggest difference in scouting that causes what you describe is how the game mode is designed. Limiting the type of mechs and having an actual goal/objective of collecting data points scattered all over the map gives more reason for to players to spread out and scout. If it was 4v4 with assault mechs you would see less of that and more go to X on the map to fight because nobody wants to run all over the map in an Annihilator.
Solahma, on 14 March 2018 - 11:01 AM, said:
Reducing the match sizes could help put the right players in the right matches... just a thought...
It could, but it won't because it uses the tiers as the bucket of players it is pulling from and even within tier 1 the range of skill is very large. If they ever manage to better segregate players by skill level the truly gifted(and for that matter the truly terrible) are going to have long wait times to find a match. When that happens what do we do so those players don't quit? I suppose we could always move back to 12v12 where the individual isn't as important so we can open up the range of players they play with.