Chados, on 26 August 2018 - 05:08 AM, said:
I think we all know, and Paul as well
gonna go down that list
Chados, on 26 August 2018 - 05:08 AM, said:
I saw a lot of spawn camping
We try to address that
instead of saying it sucks please provide an idea on how you would curb that behavior, because we know, really we do
as far as I'm aware of we had:
- a change to the walls around the drop zone
- a shelling of the drop zone before reinforcement
- a way to delay the drop so the whole group can at least drop as a whole
and the note that its a kinda normal thing in games
I'm sure more had ideas, that is just what I'm aware by skimming
Chados, on 26 August 2018 - 05:08 AM, said:
a lot of “git gud scrub,”
You might not like that, but Paul reinforced the idea about it.
FP is supposed to be group play that means something (which is funny as we all know it doesn't mean anything beyond team death match).
What we came to agree on (sort a) is better tools to group up and getting into groups.
Not to buff singles.
Removing unit tax and talking about unit size ties directly into that.
Also the match maker should take care of that, if we have population of course, by pitting teams against each other first and filling up as needed (supposedly a skill rating is included).
At the bottom you would have single and not so good players
which some are already whining about as well, but important here is how many cry for or against playing with terrible/new players.
I mean seriously, cracking 100 dmg should be doable with 4 mechs, except if you picked a knife for a gunfight 4 times.
Chados, on 26 August 2018 - 05:08 AM, said:
a lot of toxic salt in all-chat
I get it, its not nice.
That being said default for all-chat is off.
And trust me the rants in some groups in TS are actually way worse.
A reason why I left MS, making fun of the seals became tiresome to listen to, while getting completely destroyed by competent 12 man.
"Your averaging 4-5k damage in FP? So why you did sub 500 against a good 12 man?"
Its not something some players where keen on answering.
There will always be people that will make fun of you, its the internet.
PGI provides a checkbox so you wont have to read it.
Chados, on 26 August 2018 - 05:08 AM, said:
and no real reason to fight in the first place.
We are trying to address this as well.
At the moment it hinges around:
- making loyalists be important/mean something (would hopefully address Mercs switching)
- more lore
- better events
- bribing to fight anyway
- and match making
since those are additions that PGI probably can implement in a timely fashion
I think that was a complete run down as far as I am aware
BTW, we all would love a complete rewriting of FP, that's just out of the question.
Chados, on 26 August 2018 - 05:08 AM, said:
Clans as a whole out-power IS mech for mech in group combat still, because their equipment is lighter and cooler when you can stuff more heat sinks per ton and crit in, and their lasers are far more powerful in groups. That’s just how it is.
That is a matter of debate for a different sub forum
Nothing the Clans have can 1v1 my Anni, nothing.
Basically you need to play to each sides strength.
Clan are long range glass cannons, push them hard and see them faulter;need to cool off which they can only do if you let them.
They can't sustain the fight because the tech is not just smaller but also hotter on average.
If you want to trade with them it better be really good trades with mechs that are actually quirked for it.
IS are DPS tanky mechs (except if they are quirked in a way, like my Battlemaster is made for long range trades, and better than clan mechs), get in close to clans and rip them to bits, best go for legs if you are that close ready anyway.
Legs can be hit from any angle back and front.
But lets just say that a rag tag band of players doesn't stand a chance against a 12 man unit no matter the side
A 12 man will coordinate/optimize the mechs (on IS that means most favorable quirks) and load outs, what mechs they bring in each drop (like all Assault), and general direction and so on.
If those groups bring LRM you can bet your a** that they bring 2 or 3 TAG/NARCs spotters.
You can't beat that with half a team of players that just put a drop deck together because it fit into the tonnage restrictions, didn't bring at least a UAV, have not skilled up the mechs yet, put half the armor in the back and have generally speaking no idea how to actually play in a group.
Again MM would be your friend here.
As it would put big groups against each other first, then small ones and lastly singles.
Singles that are rather good (what Paul refers to SSR) would be filler, while players with low SSR would most likely have to face each other.
Also Paul is listening to gating, which spells trouble for a certain type of players.
- my idea on the issue would be pre build drop decks "trial mechs" build by the community explicitly for FP
at least you would still allow newer players to join while giving them a fighting chance, because half the victory is picking the right mech and load out for FP.
So the "git gud" attitude might be over the top a bit, but its not exactly far off either
Chados, on 26 August 2018 - 05:08 AM, said:
Paul shot that down because of AI reasons
would love the idea personally
Edited by Peter2k, 26 August 2018 - 06:54 AM.