#41
Posted 07 May 2018 - 06:14 AM
I'm kind of mixed about this implementation, on one hand I like the fact that its 1v1 (I'd still like to have a free for all mode) it make the matches really fun for me. On the other the lack of weight classes mean I cant play a medium or a light, you can get some result in an heavy but it can get really difficult to overcome when you start with a 30t deficit.
I dont really enjoy duel in assault mech or heavy, so I'll wait until there is weight class or when the division will start to make sence.
#42
Posted 07 May 2018 - 11:43 AM
#43
Posted 07 May 2018 - 02:20 PM
Back when I was "into" MWO and listening to podcasts and reading up on the Town Halls (remember those? Do they still do them?), Russ would always say that splitting the buckets was a non-option as they just didn't have the player numbers to pull that off.
So...what changed then? If splitting the playerbase was a no-no, then why did they create Solaris 7? I'm not saying the S7 concept is a BAD idea. In fact, if my buddy was still playing, I suspect the 2v2 mode would be our bread and butter. But by adding this to the game, didn't they just make another TWO buckets (1v1 & 2v2)? This seems to contradict what Russ always said was a non-option whenever he would discuss plans/ideas/game modes for MWO.
In short: Why the change of heart on this topic and where (if anywhere) was this brought up/mentioned?
#44
Posted 07 May 2018 - 04:50 PM
#45
Posted 07 May 2018 - 05:07 PM
Fat Target, on 07 May 2018 - 06:04 AM, said:
Unfortunately, they only plan on changing it once every three months. Which is ridiculous.
#46
Posted 07 May 2018 - 05:51 PM
Captain Wolfsburg, on 07 May 2018 - 05:31 AM, said:
Solaris either needs to be restructured into weight classes, or they need to change the win conditions so if you're both still alive the highest damage dealer wins. That would make light, stealthy builds more viable and heavily armored meta-builds more challenging to pilot. You top-tier players can't tell me you aren't a little bored just constantly swatting everyone and everything that challenges you.
Winning in high alpha meta builds is tactical. Hugely tactical. For example in Div 1 - people think it's just two Annis walking at each other shooting. That may be true if both players are bad. In matches among skilled players though it's incredibly tactical. Positioning is what wins the match before the first shot is fired.
Tactics happens before the match starts. Stealth builds and what people tend to think are 'strategic' in MWO are not tactical or strategic. They are functionally inferior at winning matches. They function only because someone else is carrying you. They are both tactically and strategically inferior because they reduce your teams available armor and firepower in any concentrated use on the gamble that the other team is bad enough to let you pick someone off in an otherwise weak mech.
That's fine, that's what QP is for. Farming bads and either carrying (which is largely taking something similar to what wins in Solaris) or being carried.
Take a look at comp play. It's the most strategic and tactical gameplay in MWO by a huge stretch. It hangs on mech choice and positioning as much as accuracy and player skill in a lot of ways.
Play what you want and have fun. If Solaris isn't fun for you, that's absolutely cool. Sounds like QP is a better match for what you enjoy. However trying to call that more 'tactical' or 'strategic' just isn't true.
#47
Posted 07 May 2018 - 05:53 PM
It's mostly Div1/2 most days.
#48
Posted 09 May 2018 - 10:50 PM
#49
Posted 10 May 2018 - 12:44 AM
Later i was on vacation and played no Computergames at all - now my focus is on Battletech.
Would i play Solaris? Maybe if i find a Mech i like that works for Solaris which did not happen so far at a first glance over the Mech-Store.
Do i care? Only in a way that i want MWO stay around for a while longer...MW5 has significantly more of my Attention!
#51
Posted 11 May 2018 - 08:09 AM
#52
Posted 11 May 2018 - 08:16 AM
Nope...3 people max.
#53
Posted 11 May 2018 - 08:32 AM
I get plenty of 1 vs number in qp when playing my light mechs. Often it seems i'm solo-ing all of enemy alpha lance on conquest or fighting them for a cell on dom mode. Seems there isn't that many of the e-sports come at me bro types from what I've read of the game mode and it's mostly those who like to brawl are the ones having any fun with the mode. GG I guess. I'd rather be a scout or fire support second liner helping to win a hard fought match with an end score of 8-12 or really close in kill count. Not some 3-12 bs, that's just an easy win for one team.
At least I have a perfect 0-0 record in solaris until I actually play a match in it. I do like the new intro animation though. Music riff at the end nails it.
#54
Posted 11 May 2018 - 08:36 AM
Ignore overheat, kill fast.
For me it's like a copy of world of warcraft arena with mechs...
Edited by Quandoo, 11 May 2018 - 08:36 AM.
#55
Posted 11 May 2018 - 08:39 AM
The 2v2 I see less action, but we keep an eye in it while honing our skills on our opponents, when we see anyone in that queue, sometimes takes a minute to grab a partner and queue with them, but it does happen.
Maybe folks could realise this, rather than get their butt kicked a handful of times and knock it...
But I guess that's the way with lots of 1v1 stuff, like Wrestling or Boxing. You often lose a lot before you get good. People that can't handle this don't stick around, others like the adrenaline rush, especially when everyone's watching and get a taste (addiction) to it...
I think PGI has done a great job with this and look forward to much, much more.
-Dart
Unbalanced!?!?! Get better! And yeah, whatever the variables, something's going to emerge as best...
This is 1v1 PVP, it isn't nice, it's unforgiving.
Mechs are a part of it, so is experience and skill. As it should be. I swear, I don't know what some people complain about... Like we should stand still and let them shoot us, only in the mech they want us to use. Give me a break.
-Dart
#56
Posted 11 May 2018 - 12:09 PM
Suko, on 07 May 2018 - 02:20 PM, said:
Back when I was "into" MWO and listening to podcasts and reading up on the Town Halls (remember those? Do they still do them?), Russ would always say that splitting the buckets was a non-option as they just didn't have the player numbers to pull that off.
So...what changed then? If splitting the playerbase was a no-no, then why did they create Solaris 7? I'm not saying the S7 concept is a BAD idea. In fact, if my buddy was still playing, I suspect the 2v2 mode would be our bread and butter. But by adding this to the game, didn't they just make another TWO buckets (1v1 & 2v2)? This seems to contradict what Russ always said was a non-option whenever he would discuss plans/ideas/game modes for MWO.
In short: Why the change of heart on this topic and where (if anywhere) was this brought up/mentioned?
Money.
The games become stale and dull, ever since the Kodiak came out the balance has been buggered to hell and back, the new tech made it worse. the skill tree was a screw up, which didn't fix the balance issues, as most people except P.G.I apparently, knew it wouldn't.
Trying to balance 1v1 and 2v2 is about the capability of P.G.I if they limit the mech pool, so Russ threw in with Solaris hoping everyone would come back and play, he almost begged for this on a pod cast, and everyone would quit FP and QP and have a jolly good time with the flag ship mode.
It back fired.
#57
Posted 11 May 2018 - 05:23 PM
#58
Posted 24 May 2018 - 03:33 AM
Edited by Smooky the husky, 24 May 2018 - 03:35 AM.
#59
Posted 24 May 2018 - 03:50 AM
They should've just gone with 1 mediocre arena so the 1v1/2v2 eager could get their fix, maybe a leaderboard, but focus rest of the effort in core and FW.
#60
Posted 24 May 2018 - 03:53 AM
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