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So, This 8V8 Qp Poll Is Still Not Present At The Front Page Of Mwomercs.com


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#21 FireStoat

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Posted 07 June 2018 - 08:15 AM

Voted Yes. 12 v 12 at the moment allows anyone of any tier to fight in any match. I'd like to see 8 v 8 happen and all Tiers reset, with advancing in Tiers being much less forgiving when matches are lost. Personal effort should still mean something, but you know where I'm going. Players like me that are Tier One due to the experience bar really shouldn't be there, so let's kill two birds with one stone and see if 8 v 8 could allow for REAL matchmaking.

Edit - Or, PGI can just keep things how they are and I'll continue to barely play this game on a given month for events only. It's up to them. There are other games with real matchmaking that offers a better play experience for my free time. I'm already playing them.

Edited by FireStoat, 07 June 2018 - 08:16 AM.


#22 Spheroid

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Posted 07 June 2018 - 08:44 AM

I voted yes.

#23 Dogstar

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Posted 07 June 2018 - 09:17 AM

I voted!

#24 JC Daxion

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Posted 07 June 2018 - 10:28 AM

I want both... Make it swap weekly, or montly perhaps to go with leader boards...




I

#25 Prototelis

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Posted 07 June 2018 - 11:12 AM

View PostEl Bandito, on 07 June 2018 - 06:08 AM, said:


1. 8v8 is gonna do that for me. I am far better off carrying less pugs on my back.

2. 2-6 mech focus fire will happen in 8v8, yes, but with less frequency compared to 12v12. Which means TTK will also benefit from it.

3. There will be less deathballing, cause 8 players cannot effectively cover all sides as well as 12 players, which means there will be more flanking maneuvers with less risk of getting caught. Which means the 8v8 matches will not be as short as you think it will be after switch.



1. Only with 8v8 you have to carry those dude's that much harder.

2. Focus fire is what wins games, it's going to continue to happen with the same frequency. I'm sure the game was better in beta mostly because of the tech tree, the maps were new, and good tactics had not been established.

3. Except there are less players to defend against, making that sort of a moot point. The tactical elements of the game aren't going to drastically change because there are less people. Death balling will still be effective, ambushes and flanking will still be just as effective.


I personally think 8v8 would be better as an FP mode with ticket respawns with an objective that matters.


#26 AEgg

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Posted 07 June 2018 - 07:25 PM

View PostEl Bandito, on 07 June 2018 - 07:59 AM, said:


Hollander can work, with enough quirks. People and PGI lack imagination.




Videos from my 8v8 days of 2014 clearly had people (including me) doing tons of solo/duo flanking maneuvers successfully--something that is unthinkable in current 12v12.


I'll second this. Part of it is better weapons now, true, but in the days of 8v8 flanking (and movement in general) happened way more than it does now. There's a critical mass of maybe 2-4 mechs where if that many see you, you're going to die. With teams of eight instead of 12, it's far less likely.

#27 Anjian

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Posted 08 June 2018 - 02:22 AM

View PostAEgg, on 07 June 2018 - 07:25 PM, said:


I'll second this. Part of it is better weapons now, true, but in the days of 8v8 flanking (and movement in general) happened way more than it does now. There's a critical mass of maybe 2-4 mechs where if that many see you, you're going to die. With teams of eight instead of 12, it's far less likely.


Back then, that happens a lot. The reason why? The maps funnels groups of people into tight corridors. Then all you do is block that corridor turning it into a death gauntlet. The old Terra Therma was the worst of this, but its also evident in the River Valley map and in some sections of the Frost City map. I played a lot during that era, and stomps happen generally, not as an exception, but as the rule. There are always someone who is going to charge through the gauntlet, get himself killed, and when that happens team cascade failure happens to the rest like dominoes.

Flanks are also easier to happen because the maps are also smaller, much easier to navigate, and there were also alternative routes, like the tunnels in the Frost City and the River Valley. People have a much better idea where they are, and the map is small enough to traverse. Flanks don't try to happen as much these days is because the maps are too big, and flanking threatens to stretch your line too thin which is not favorable on a game that favors mob tactics and focus fire. Mechs are trying to reach Point A to B in the shortest time and that means a straight line. Maps today are too big; they are truly meant for 12 v 12 fighting as opposed to the old maps (which I miss). Growth of the map size stems wanting the game to have a more search and destroy as opposed to trench warfare. If you don't fix map size and spawn distance for 8 vs. 8, people are going to be doing more wandering than actually engaging in the game.

As for weapons being better now, not exactly true in two cases. We didn't have ghost heat then, and its easy to alpha Gauss with PPCs since we don't have the wind up charge mechanic. There is no jump jet shake either, so its easy to pop tart. Night vision lets you see much more ahead of you, and it wasn't the monochromatic grey those days, but rainbow colors. An Atlas DDC can put a squad under protective ECM bubble, with the group advancing under cover. People railed on ECM on the forums for months, and it was among the first things that broke the game.

What was fun about everything is that because it was a young game. People are willing to overlook all the deficiencies and flaws for the promise that one day, these will be corrected and the game will live up to its full potential and become a big hit. This happens with all the young games I've been. Its fun when you are playing with rosy eyes. Years later, things didn't turn out to be that way, and people become bitter vets, and you see and play things with the eyes of one.

Edited by Anjian, 08 June 2018 - 02:27 AM.






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