

Solaris 7 Won't Work This Way
#21
Posted 15 April 2018 - 10:39 AM
Nightstar vs MAD 5D... or a Piranha.
I would say it's going to be like watching a monkey **** a football but in that analogy the monkey at least is having a good time and a monkey and a football have more in common than most of the mechs in any division.
#23
Posted 15 April 2018 - 10:53 AM
Dogstar, on 15 April 2018 - 09:46 AM, said:
Would you mind letting us (me!) have some clue as to what they are please?
QP is likely to be severely underpopulated the first few days or weeks so it might be that you have to play Solaris to get any action and I'd rather not be the guy losing 49 out of 50 matches because I'm used to QP builds.
Until I get the feel for it and do some match spectating I'm with you. In the mean time, I've set up a couple of my mechs to make them more brawly, reduce ammo to 1 ton, swap an ER laser for a heavy laser, less engines more guns, that sort of thing. Rocket launchers for Inner Sphere mechs wouldn't be a bad idea. While I haven't seen the maps, I'm guessing jump jets, ecm, ams, etc won't be needed all that much. Think initial punch over staying power.
#24
Posted 15 April 2018 - 10:59 AM
Andres Gomez, on 15 April 2018 - 10:53 AM, said:
Well, JJS will be nice for Steiner Coliseum, and I'm guessing the Factory as well. The only map I can think where JJS won't be all that useful is Ishiyama Caverns, but a labyrinthine network of caves is going to be quite good for "Minotaur" builds.
#25
Posted 15 April 2018 - 11:03 AM
- High Alpha splats
- High bore dakka
And if the map size and length permits a niche for fast moving long range lasers / erppc , whom will kite the above.
My guess is that laser centric builds will be too hot for 1vs1 against competant players , whom will press and quickly have you at heat cap.
#26
Posted 15 April 2018 - 04:04 PM
How often has PGI gotten something right the first time they released anything major?
It's inevitable that the first iteration of this will be flawed, probably seriously flawed, but they will be on it.
Just wait for the 2nd pass on it. Well, just to be sure let's give them 3 passes before they nail it down. If "nailing it down" is part of the equation, let's just say give them 4 or 5 or 6 tries.
OK, so it might take a few revisions. However, I'm sure that eventually everyone will just throw their hands in the air and give up and PGI will take that as "Success!"

#27
Posted 15 April 2018 - 05:05 PM
Oh, wait....
#29
Posted 15 April 2018 - 05:29 PM
#30
Posted 15 April 2018 - 06:37 PM
MischiefSC, on 15 April 2018 - 05:05 PM, said:
Oh, wait....
Solaris 7 will be more successful than FW. No group stomps or spawn camping to ruin this mode. And no long wait times to find a match or see action once a match starts.
I've been waiting for this mode since the game began.
Also... this is my 777th post.
Fitting.
Edited by 5th Fedcom Rat, 15 April 2018 - 06:39 PM.
#31
Posted 16 April 2018 - 02:30 AM
https://youtu.be/dEz0DixLlpY
Edited by Old MW4 Ranger, 16 April 2018 - 02:33 AM.
#32
Posted 16 April 2018 - 03:01 AM
Samial, on 15 April 2018 - 05:29 PM, said:
Remember, aren't they the ones who have been play testing it.. wait, they do play some parts of this game?

As for 7 tiers, Solaris 7 or even the feedback on the current QP 5 Tier system not being enough. /shrugs..
#34
Posted 16 April 2018 - 03:08 AM
Joe Decker, on 15 April 2018 - 04:08 AM, said:
After knowing more Details about the upcoming Solaris 7 Gamemode i wanna explain why I believe it won't work this Way, but might with a few Changes.
- It is a bad Idea in general to have multiple Divisions right from the Start. For a couple of Reasons given below. It would be a much better Idea to let everyone fight everyone. At least for a couple of Weeks until enough Data could be collected. But do we need Division Borders at all ? Not 100% sure about that.
- Duel Mode is very different to PUG Mode and I'd say that no one can fully predict which Mechs will be good in Solaris and which will be bad. I am only sure that we will know which Pilots are good and which ones are bad and which Mechs and Loadouts they will use pretty soon.
- In Solaris Duel Mode Pilot Skill (!) and Nerves (!) and the Map (!) will have a much bigger Impact on the Outcome of the Match than in Quickplay.
- Mechs in different Divisions can not interact with each other right from the Start, so a Player cannot prove that he is able to destroy an Annihilator with a Spider for Example. Sucks the Fun out of the Gamemode. I mean it is not Fun to prove Tier Lists correct, but to prove that a good Pilot with a bad Mech can beat a bad Pilot with a good Mech.
- Also at PGI they must have played another Game the last Couple of Years when they come up with a Division List like that. Seriously, the Yen-Lo-Wang is lower in Tier than the other Centurios ? And the Yen-Lo-Wang is the most Duel friendly of the Cents... Mist Lynxs play in a higher Division than Wolfhounds ? I eat two of those MLX at the same Time with my WLF-2R... QKD-IV4 is better than QKD-4G ? The List is full of Stuff like this. Why not let People play first and think about Classifications later ? Would be the better Way to approach this.
- You cannot really collect much Data when the Divisions are so splitted, so PGI cannot correct their Classifications because they will only have a small Amount of Data at Hand and many Mechs will never meet each other so we can only guess the Classification is correct. Wrong Approach in my Opinion.
- Because of the somewhat small Community you will have the Problem again that some Divisions later on will not be played. So you might run into the Problem that you want to play a low Division Mech and won't get anyone opposing you. We know this annoying Wait from FW/CW already.
- Furthermore the already small Playerbase will be split in 7(!) different Leagues and this alone will increase Wait Times dramatically.
- In the Beginning a lot of Players will play Solaris 7 but usually after the first Weeks are over you will see a serious Drop in Player Activity in the Gamemode, then the Problem with splitting the Gamemode in several Divisions will become even more problematic and Game-breaking.
- Another Issue I see with how Solaris will be selective about which Matches you can observe. So I cannot watch my Buddy dueling another Player if they are not close and high in ELO ? Stupid, those would exactly be the Matches that "I" want to see...
Could bring up a lot more, but that should do for now, enough Stuff to think about already. I hope PGI will realize this fast enough and not fail with another Gamemode again after CW/FW.
Decker out.
This is exactly why I'm stooped that we didn't get a play test server for Solaris 7..
#35
Posted 16 April 2018 - 07:23 AM
Vellron2005, on 16 April 2018 - 03:08 AM, said:
This is exactly why I'm stooped that we didn't get a play test server for Solaris 7..
It's very possible (and highly likely) that they couldn't get a PTS build together early enough to give testers time to generate meaningful data and while giving the devs enough time to use testers' feedback. I suspect spending time on creating a Solaris PTS would have forced them to push the release of Solaris back to May, and then we'd all be complaining about how PGI never gets anything done on time.
#36
Posted 16 April 2018 - 07:25 AM
If it does matches someone's expectations, it will be settling for minimally viable for their enjoyment.
Somewhere in Vancouver, someone said:
Edited by Deathlike, 16 April 2018 - 07:28 AM.
#37
Posted 16 April 2018 - 08:02 AM
Deathlike, on 16 April 2018 - 07:25 AM, said:
Throw a random dude into my 1v1 private lobby. If they manage to undercut that, I be pretty damn disappointed. Because you'd seriously have to try to undercut that.
#39
Posted 16 April 2018 - 10:06 AM
CMDR Sunset Shimmer, on 16 April 2018 - 09:32 AM, said:
that's a problem? I think it's a godsend.
For the people that actually enjoy/want competition and can come to terms with the notion that other people are better players than they are - its awesome. Even as small as the playerbase has gotten that's still a small percentage of the total.
I'm just going to rage that my mechs were mis-tiered when I get wrecked.

Who knows, maybe despite all my reservations I'll actually enjoy the mode because it might actually get away from a lot of the boring tactics from the standard play.
#40
Posted 16 April 2018 - 11:34 AM
Viktor Drake, on 15 April 2018 - 10:29 AM, said:
From their post regarding the LRM changes, it seems they think they must under-performing because there are not enough LRMs in Tier 1 play...so c'mon T1, use more Lurms so they'll stop tweaking them!

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