

#41
Posted 28 June 2018 - 10:44 PM
#42
Posted 29 June 2018 - 05:00 AM
You can play gq as a 2man just fine, it gives you a big tonnage advantage.
Stop blaming units and good players for MWOs problems, PGI has done more than enough to sabotage unit play already and development needs to start going in the other direction. We need large active units back because they are the basis of community building and integration of new players.
#43
Posted 29 June 2018 - 06:05 AM
Vesper11, on 28 June 2018 - 09:04 PM, said:
Anyway, let's drop the 4player limit if you say that it's that important to current veteran playerbase, there's still the other proposition, which is to let the game start at 11/11 and possibly 11/12 that should help with syncdrops I hate so much as well as reduce queue times which is the 2nd thing I hate in GQ after ******** MM. Any objections?
I read everything you right, I just don't have a lot of patience for euphemisms.
syncdrops in GQ... you're more likely to end up on opposite sides. I genuinely don't remember the last time I saw an actual syncdrop in GQ. Take a look at Nightbirds suggestion, it would make syncdrops all but guaranteed to just put you on opposite sides of the same team if you tried.
#44
Posted 29 June 2018 - 06:13 AM
#45
Posted 29 June 2018 - 07:37 AM
We can pretend there isn't a problem, the dwindling of large groups and longer queue times off NA prime time suggest otherwise. The complaints and ideas for a fix will continue until an idea PGI likes sticks or it dwindles to the point of not really being viable. So far the right idea of building a much better matchmaker doesn't seem to be to their liking.
#46
Posted 29 June 2018 - 05:27 PM
Mr Steinbrenner, on 29 June 2018 - 06:13 AM, said:
My sentiment exactly (except add close to 10 minutes of waiting time). Too bad the only proper solution is to make proper MM/PSR which ain't happening this is why we are having threads like this and that going constantly.
MischiefSC, on 29 June 2018 - 06:05 AM, said:
I read everything you right, I just don't have a lot of patience for euphemisms.
syncdrops in GQ... you're more likely to end up on opposite sides. I genuinely don't remember the last time I saw an actual syncdrop in GQ. Take a look at Nightbirds suggestion, it would make syncdrops all but guaranteed to just put you on opposite sides of the same team if you tried.
[ ]Doubt.
Vesper11, on 26 June 2018 - 06:09 AM, said:
Do you play off NA hours? Tried 2x odd-numbered groups? Ever thought how hard it is to implement Nightbirds solution? Wondered if PGI would ever bother with it?
Edited by Vesper11, 29 June 2018 - 05:34 PM.
#47
Posted 29 June 2018 - 05:40 PM

#48
Posted 29 June 2018 - 06:40 PM
#49
Posted 29 June 2018 - 06:53 PM
Vesper11, on 29 June 2018 - 05:27 PM, said:
If you cant see why having 11v12 drops would not be a disadvantage then you have far less understanding of how this game works than you think you do.
#50
Posted 29 June 2018 - 08:01 PM
VitriolicViolet, on 29 June 2018 - 06:53 PM, said:
What part of "done carefully" do you fail to understand? Game already has tonnage limits for "large groups" because better coordination gives advantage with the same amount of people, so why this "tonnage (dis)advantage" can't be applied to 11vs12? Because you fail to think of the reason and just call it "far less understanding"? Or because you play during NA peak hours and don't have to deal with ******** queue times so "it works fine for me"? Or because the match outcome is totally decided when some light/med disconnects?
#51
Posted 29 June 2018 - 08:56 PM
Prototelis, on 26 June 2018 - 07:17 AM, said:
I would agree for myself and my group because we have a possitive trending win ratio. Me and my group mates are all tier 1 and 2 and many of us are closed beta or early soft release veterans.So years of playing MWo.
Also we do play mostly on weekend nights during NA prime time hours so matches are fairly quick to get.
I am not having the same experiences as the OP in this thread.
I know essentially who the target demographic is for the OP's ideas and it's not us. It's the guys on our team that win or lose don't post over 200 damage and are dead at the end of the match nearly every time. Or when they do survive the match their team mates were so quick on the draw they felt like they were chasing the action the whole time instead of being in the action.
My scenario is even when my group is on the losing side frequently it's my group that performed best on our team.And when my group isn't doing the heavy lifting and it feels like we are chasing the action it's when we are paired up with some of the best players in the game so,not all that often because there isn't all that many of these players online in the same group at one time.
Edited by Lykaon, 29 June 2018 - 09:00 PM.
#52
Posted 29 June 2018 - 10:14 PM
Mystere, on 26 June 2018 - 06:28 AM, said:
PGI did this once. Do you know what happened?
There was a mass exodus of teamwork-oriented players, a whole lot of them.
Based on those results alone, it's a terrible idea.
I thought we had confirmed that there has never been an exodus of the player base from this game, there has been a gradual decline. Statistically anyway.
Just like the hyperbole surrounding laser changes, these threats of mass exodus never actually occur, thats why PGI dont mond changing things in the face of the rarrrgh 'exodus' threats.
Edited by Mr Steinbrenner, 29 June 2018 - 10:16 PM.
#54
Posted 30 June 2018 - 05:48 AM
Mr Steinbrenner, on 29 June 2018 - 10:14 PM, said:
Just like the hyperbole surrounding laser changes, these threats of mass exodus never actually occur, thats why PGI dont mond changing things in the face of the rarrrgh 'exodus' threats.
Hmm, that's nice to hear. Natural player bleed is, well, natural so it means that 4man limit shouldn't have been the cause, at most only a single factor among all others including people simply tired of playing the same game again. Btw when was it after hitreg fix?
#55
Posted 30 June 2018 - 10:10 AM
#56
Posted 20 July 2018 - 02:01 AM
#58
Posted 20 July 2018 - 06:12 AM
Mystere, on 20 July 2018 - 05:53 AM, said:
Absolutely. I just don't see a downside to this. Why hasn't this been done yet?
I will say I don't think it will have much of an impact. As much as people are concerned with balanced games in QP not many will make the switch. It's also pretty easy to get another player for a small group to go into GP.
#59
Posted 20 July 2018 - 09:10 AM
We regularly beat peeps with huge tonnage disparities. I like it, keeps **** interesting.
#60
Posted 20 July 2018 - 11:07 AM
Prototelis, on 20 July 2018 - 09:10 AM, said:
We regularly beat peeps with huge tonnage disparities. I like it, keeps **** interesting.
A better question is why wouldn't sharks want to swim in the shark tank instead of being stuck in the effluent pond?
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