Wil McCullough, on 18 June 2018 - 06:40 AM, said:
i keep proposing as a fix because it answers all the excuses people use to try to justify putting duos in solo qp.
"long queue times wehhh" not for solaris.
"i can't play with my friend wehhh" solaris was built for just that.
"i get mashed by better players in group queue wehhh" not with solaris seeding, you don't. you get fair fights after your seeding is done.
so if they want me to stop proposing it as a fix, then they should make the effort to come up with better excuses for their attempt to wield clubs against seals.
As they said they want to play the most popular version of the game, 12 v 12, not 2 v 2, which was intended as a competitive match. I don't play Solaris, but as I understand it, 2 v 2 is pretty barren. At any rate they have a point, it's not the game they want to play and a majority of players agree with them, they don't want to play it either.
Wil McCullough, on 18 June 2018 - 06:40 AM, said:
like you said, in comparison qp is very fair and balanced. once duos are introduced this balance goes kaput. which is exactly what i DON'T want and exactly what players who want to bring duos into qp DO want.
btw, tonnage difference does affect group play games as a balancing factor. and it's actually the opposite of what all these "weh weh big groups stealing my candy" folks are crying about.taking equal skill level of pilots on both teams, as long as players on each team communicate, the side with more small groups will win more than not mainly because they can bring more robot to a robot fight. with in-game mic support, big groups is more like challenge mode. it actually makes it harder to win because you have none of the advantages and all of the drawbacks. in other words, these guys are whining because they're losing even though the deck is stacked in their favor. so now they want a new deck.
here's the thing: if there was any advantage to big groups, you wouldn't see sync dropping happen.
and here's another thing:
to be able to have duos work fairly in quick play, matchmaker has to be fixed. but if matchmaker was fixed, then there's no need for duos in quick play. see how self-defeating the whole thing is?
I didn't say tonnage restrictions don't work, I said they weren't effective and they aren't either as a whole or in acting as the only balance mechanism in GP. Nobody liked them.
What does tonnage restrictions have to do with 2 mans in QP? No one is suggesting adding tonnage restrictions to 2 mans in QP, so you lost me. I wouldn't be totally opposed to the idea if it's thought it would balance things out more.
Otherwise I would think it would work the way it is working now. Dropping in like tier buckets, with the other filtering and preferably adding a two man to the other side. Unlike the 4 mans of old, we have in game comms now. It's not like when a group of 4 could coordinate instantly and wolf pack other mechs without comms. Aside from the tendency of all players to rise to tier 1 eventually the current QP MM more or less works. The effects of a two man should be minimal. It's not dropping in T5 to club seals. We have sync dropping now or the random confluence of players that know each other if you like. Sometimes more than two. It hasn't killed QP yet.
If GP MM were fixed it would be preferable. I don't disagree with that point. Unfortunately in all this time it has never been fixed. Fixing it now, might not help with a low population and after safeties blow you may not end up with a balanced match anyway. It's a difficult problem.
All the "weh weh" additions to your post make it a little hard to read, don't add to your content, are vaguely insulting and make it much more difficult to take you seriously. IJS. Take it or leave it.