Pick Any Faction Side And Just Play A Match.
#1
Posted 25 February 2019 - 10:04 PM
I know there are hardcore loyalists people out there but would you just like to have faster matches? Better quality matches when players/clans have all of the Is or Clan mechs. Just let us go and play another game mode. Just give us another option.. I have a lot of IS mechs and Clan mechs I just want to play them in all the modes possible.
#2
Posted 25 February 2019 - 10:52 PM
#3
Posted 25 February 2019 - 11:28 PM
Edited by Android5000, 25 February 2019 - 11:30 PM.
#4
Posted 25 February 2019 - 11:55 PM
Personally I'd like to see the occasional event where we could only use those chassis most commonly associated with each faction. Would be interesting to see how that plays out.
#5
Posted 26 February 2019 - 12:28 AM
Android5000, on 25 February 2019 - 11:28 PM, said:
It's partially because of the quickplay mentality that Faction is such a mess nowadays. In essence it's already quickplay 2.0 with respawn.
I'd much rather see Faction doing a one eighty away from Quickplay.
Mercs can switch sides on a game to game basis without any penalty anyways so why water down Faction even more.
#6
Posted 26 February 2019 - 01:59 AM
#7
Posted 26 February 2019 - 02:26 AM
#8
Posted 26 February 2019 - 02:35 AM
Android5000, on 26 February 2019 - 02:26 AM, said:
Except there is teamwork.
Keyword: Teamwork
Thus bringing proper builds, proper strategy and so on.
Play Faction Play as if it is Quick Play - you will have a bad time. End of story.
#9
Posted 26 February 2019 - 02:53 AM
#10
Posted 26 February 2019 - 06:19 AM
#11
Posted 26 February 2019 - 06:24 AM
#12
Posted 26 February 2019 - 06:48 AM
#13
Posted 26 February 2019 - 08:11 AM
#14
Posted 26 February 2019 - 09:49 AM
Khalcruth, on 26 February 2019 - 08:11 AM, said:
He wants to join a a lobby without switching sides, i guess sorta like 2 buttons (one for join clan, the other join IS) instead of picking a side first and then join the lobby.
#16
Posted 26 February 2019 - 06:54 PM
Yondu Udonta, on 26 February 2019 - 01:59 AM, said:
Functionality wise, the mode is barely more than QP with respawns now.
Android5000, on 26 February 2019 - 02:26 AM, said:
If you are a free lancer you should get call ups from either side via the call to arms so it's kind of there.
Clicking a call to arms sorts you onto that side of the conflict.
It's that lack of affiliation that prevents freelancers from going into the mode and clicking 'Fight Now' because there is no option to pick a side at that point in the UI..... or I've completely missed it because it's obscure and hidden somewhere.
#17
Posted 26 February 2019 - 09:11 PM
50 50, on 26 February 2019 - 06:54 PM, said:
From a QPers perspective, yes. From a FPers perspective, no.
Choosing mechs after knowing map and modes is a big difference, however people who run mechs they want to play rather than the mechs they should play get punished easily by any FP player worth his salt. Extreme example would be bringing LRMs to attack Vitric.
Getting to choose some (if not all) of your teammates opens up strategy. You don't see none of that **** in QP because people don't trust that their team to even stand their ground so they nascar (every man for himself). With confidence in teammates you can run strats and coordinate unlike in QP.
Varying waves (because you have 4) is also a strat that many people employ. Usually people do heaviest to lightest but sometimes the situation begs to differ. Got killed early first wave in assaults vs assaults? Drop a critseeker (if you are clan) and get those easy crits on the fatties. Want to trade tonnage? Do ASN/CRB rushes. Want to streak some base rushing ******* on the last wave? Save that streak mech for last instead of 3rd tonnage wise.
I get that the planetary capture and fronts and stuff back in the earlier days of FP is gone, along with constant unit vs unit battles (nowadays it's a mishmash). But FP is NOT BARELY more than QP with respawns.
#18
Posted 27 February 2019 - 03:23 AM
Yondu Udonta, on 26 February 2019 - 09:11 PM, said:
Choosing mechs after knowing map and modes is a big difference, however people who run mechs they want to play rather than the mechs they should play get punished easily by any FP player worth his salt. Extreme example would be bringing LRMs to attack Vitric.
Getting to choose some (if not all) of your teammates opens up strategy. You don't see none of that **** in QP because people don't trust that their team to even stand their ground so they nascar (every man for himself). With confidence in teammates you can run strats and coordinate unlike in QP.
Varying waves (because you have 4) is also a strat that many people employ. Usually people do heaviest to lightest but sometimes the situation begs to differ. Got killed early first wave in assaults vs assaults? Drop a critseeker (if you are clan) and get those easy crits on the fatties. Want to trade tonnage? Do ASN/CRB rushes. Want to streak some base rushing ******* on the last wave? Save that streak mech for last instead of 3rd tonnage wise.
Excellent points and I do not disagree with any of them.
The longer game and the drop decks allows for different tactics and makes player choice/preparation more valuable.
Yondu Udonta, on 26 February 2019 - 09:11 PM, said:
It is these points (and more) about the loss of rivalries and faction identity which gave something to those unit vs unit conflicts and so on which made me say what I did.
Player choice still means a lot as you have detailed.
However, it doesn't seem like you would lose that same level of player choice and strategy if drop deck selections were added to group quick play and it feels like the mode instead of building more depth into it has removed choices and brought it closer to QP.
I think it would be brilliant if those choices made before and during the match, had more weight to them. Something that would then carry over post match and potentially into the next.
Something that tied the individual battles and the modes (conquest, invasion etc) together at a player level because there was a longer strategy behind it all.
(Calling it a 'match' just seems to take something else away from it.)
I welcome any functionality that supports those choices and brings in more depth to the mode
An example:
Would it benefit the mode and build on the ability for teams to strategize if the team commander could use the battlegrid (assume some enhancements to it) once the map had been selected to lay out a plan for the team?
Edited by 50 50, 27 February 2019 - 01:24 PM.
#19
Posted 28 February 2019 - 01:16 AM
QP tactic:
- run as fast as u can
- dont protect your teammates, they are good as distraction and meatshield
- move with our assaults? what?
- using voip? Never!
Funny for short game session if you gotta go somewhere and want to shoot some mechs.
FP is planing (my plans works mostly ), coordinating, communicating. Even though i always ask my teammates to talk more (call targets and stuff).
You have to think about 4 waves with 12 pilots, 48 possibilities to fail or to suceed
#20
Posted 28 February 2019 - 07:10 AM
Bishop Six, on 28 February 2019 - 01:16 AM, said:
QP tactic:
- run as fast as u can
- dont protect your teammates, they are good as distraction and meatshield
- move with our assaults? what?
- using voip? Never!
Funny for short game session if you gotta go somewhere and want to shoot some mechs.
FP is planing (my plans works mostly ), coordinating, communicating. Even though i always ask my teammates to talk more (call targets and stuff).
You have to think about 4 waves with 12 pilots, 48 possibilities to fail or to suceed
Well you can thank PGI for setting the game up for this eventuality. Damage done and kills = best match score and payout. Thus higher ranking, and w/l ratios. So if someone is good at the use of PUG armor and can carry the team to a victory, why shouldn't that pilot do so?
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