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Mechwarrior Online 2021: Modes

2021 modes

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#181 Vlad Ward

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Posted 29 December 2020 - 04:03 PM

Faction Play:

Why does QP exist as a separate mode/queue now that FP is out of Beta? I don't see any reason why the existing QP game modes can't contribute to planet ownership and earn LP.

If the most common complaint about QP is the dearth of strong players necessary to balance out high level games, then keeping the queue with the highest population of strong players cordoned off doesn't make a whole lot of sense.

FP is the realization of the original vision of the game. QP was just the Beta test. We're not in Beta any more. Let's make it work.

Edited by Vlad Ward, 29 December 2020 - 04:04 PM.


#182 Quicksilver Aberration

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Posted 29 December 2020 - 05:44 PM

View PostVlad Ward, on 29 December 2020 - 04:03 PM, said:

Faction Play:

Why does QP exist as a separate mode/queue now that FP is out of Beta? I don't see any reason why the existing QP game modes can't contribute to planet ownership and earn LP.

If the most common complaint about QP is the dearth of strong players necessary to balance out high level games, then keeping the queue with the highest population of strong players cordoned off doesn't make a whole lot of sense.

FP is the realization of the original vision of the game. QP was just the Beta test. We're not in Beta any more. Let's make it work.

Not sure why you think FP is where the good players are. Back when population was up, FP was not where good players played.

#183 Vlad Ward

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Posted 29 December 2020 - 05:54 PM

View PostQuicksilver Kalasa, on 29 December 2020 - 05:44 PM, said:

Not sure why you think FP is where the good players are. Back when population was up, FP was not where good players played.


Back when population was up, the best players barely played the game. Still, I definitely remember recognizing a lot more people in FP than in QP.

#184 Quicksilver Aberration

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Posted 29 December 2020 - 10:38 PM

View PostVlad Ward, on 29 December 2020 - 05:54 PM, said:

Back when population was up, the best players barely played the game. Still, I definitely remember recognizing a lot more people in FP than in QP.

The best players definitely played some of the most, Proton and TFun had probably some of the most matches of the higher tiers, and afaik they avoided FP like the plague after the initial shininess wore off. I know most of my team at SJR avoided FP unless you wanted we were feeling like mindless stomps because honestly FP was where a lot of lore units decided to plant their feets and they were some of the worst groups skill wise.

There were some exceptions like Fusion/Fission or Kinetix but those were more the exception than the rule.

Edited by Quicksilver Kalasa, 29 December 2020 - 10:40 PM.


#185 doctormanuse

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Posted 30 December 2020 - 02:14 AM

My 2 cent:

Quickplay
Have quickplay only in skirmish. Reality is that 99% of the games are played that way, independent of game mode. Have the player only select the weight class and use random maps. Player has 90 seconds after map is defined to choose his mech in the selected weight class eighter from his bays or from a selection recommended trail mechs that performs on this map. There could also be a option to define favorites for certain maps. This will avoid the frustration to have the completely wrong build for the map. Quickplay groups are max 2 players. The main purpose is that experienced players can mentor a new player in quickplay. Quickplay is what the name is, a fast and easy way to shoot some mechs without thinking too much and bad map/build choices.

Faction
Faction queue is as today, groups of max 12 and also individual players. Faction is always on objectives: assault, domination, conquest, siege etc. No skirmish. This is where coordinated gameplay happens! Make it meaningful, storylines, conflict progress, events, bring back unit tags on planets!

Solaris
Make it a bigger version of its current game mode, 4v4 like of the former scouting. 4v4 groups only. Every day / week a certain division is selected and all members of a team can choose from this division. Would love to see 4 Annis agains 4 Annis, or Piranhias likewise. Elimination map selection as is today. This is where competitive groups can measure against each other and work their way up to the Solaris leaderboards and earn special rewards. Improve spectator mode, maybe have the matches streamed all the time on a channel (with delay to avoid missuse)

#186 Alreech

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Posted 30 December 2020 - 02:54 AM

View PostVlad Ward, on 29 December 2020 - 04:03 PM, said:

Faction Play:

Why does QP exist as a separate mode/queue now that FP is out of Beta? I don't see any reason why the existing QP game modes can't contribute to planet ownership and earn LP.

Lol, that was discussed quickly after the first iteration of Faction Warfare went live, and the majority of players wanted Quick Play to stay.

View PostQuicksilver Kalasa, on 29 December 2020 - 05:44 PM, said:

Not sure why you think FP is where the good players are. Back when population was up, FP was not where good players played.

Same as in Battlefield.
The best players there don't play 32 vs 32, thay play Inf Only with small teams on small maps or Heli / Jet only.

#187 Forgeling

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Posted 30 December 2020 - 11:30 AM

Domination, Assault, and Skirmish are all viable quickplay modes and each have something different to offer while still fundamentally being about destroying the enemy team. Personally I'd rank them Domination>Skirmish>Assault. Incursion should be a faction play mode, Conquest should be strictly for Scouting matches, Escort I know isn't much liked but might be viable as faction play but definitely not quickplay.

#188 Vlad Ward

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Posted 30 December 2020 - 11:37 AM

Incursion feels like an honest attempt to bring the gameplay depth of FP to QP. It just doesn't make a lot of sense without respawn.

#189 Forgeling

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Posted 30 December 2020 - 11:44 AM

View PostVlad Ward, on 30 December 2020 - 11:37 AM, said:

Incursion feels like an honest attempt to bring the gameplay depth of FP to QP. It just doesn't make a lot of sense without respawn.


The biggest sin here is Conquest, though.

#190 Quicksilver Aberration

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Posted 30 December 2020 - 12:42 PM

View PostVlad Ward, on 30 December 2020 - 11:37 AM, said:

Incursion feels like an honest attempt to bring the gameplay depth of FP to QP. It just doesn't make a lot of sense without respawn.

Depth, lol

The exclusive game mode to FP is not that deep, especially since the defending team only has to defend two choke points to one objective.

Edited by Quicksilver Kalasa, 30 December 2020 - 12:47 PM.


#191 Vlad Ward

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Posted 30 December 2020 - 01:08 PM

View PostQuicksilver Kalasa, on 30 December 2020 - 12:42 PM, said:

Depth, lol

The exclusive game mode to FP is not that deep, especially since the defending team only has to defend two choke points to one objective.


Relative depth* Posted Image

#192 MW Waldorf Statler

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Posted 01 January 2021 - 10:03 PM

Quote

Quickplay groups are max 2 players.

lol ..In the small player community it doesn't matter if the good players come into the match as a group or individually, they don't even have to communicate, because like in every pro group everyone knows how to play and which mistakes to avoid, no one is constantly running back and forth and into the fire line of their own people, no one runs alone into the Chrimson Tunnel, you can see without an announcement or VIOP/TS communication which mech is best suited for focus fire and focused of the most dangerous Target and not runs Minutes behind a Weaponless mech and ignored the Problems of Teammates... stable fire lines and focus fire are already stored in the muscle memory.

Edited by MW Waldorf Statler, 01 January 2021 - 10:04 PM.


#193 General Solo

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Posted 01 January 2021 - 11:09 PM

View PostForgeling, on 30 December 2020 - 11:44 AM, said:

The biggest sin here is Conquest, though.


Don't comp games use conquest
Seems it has some depth
I like conquest

#194 Alreech

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Posted 02 January 2021 - 03:39 AM

View PostOZCasualSoloOZ, on 01 January 2021 - 11:09 PM, said:

Don't comp games use conquest
Seems it has some depth
I like conquest

8 vs. 8 Comp Games with coordinated teams is not comparable to the uncoordinated 12 vs 12 Quickplay mess with random teams.

The best way to play Conquest in Qucikplay is to play skirmish first and capture later if most of the enemy are down.
Even for the loosing side it's better to not capture Control Points - doining damage and killing mechs gives you more matchscore, XPs and C-Bills.

Using limited respawns (as with dropdecks possible) and a time limit (like in any other game mode) would change what.

Edited by Alreech, 02 January 2021 - 03:40 AM.


#195 General Solo

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Posted 02 January 2021 - 04:21 AM

I have all the CB, mc xp I need, I don't play the game for them.
I play for the enjoyment
I like the challenge of winning by cap, its being working

kinda
now people are countering my caps, which is cool

#196 Alreech

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Posted 02 January 2021 - 06:33 AM

View PostOZCasualSoloOZ, on 02 January 2021 - 04:21 AM, said:

I have all the CB, mc xp I need, I don't play the game for them.
I play for the enjoyment
I like the challenge of winning by cap, its being working

kinda
now people are countering my caps, which is cool


And with that attitude you are hurting your team.
Quickplay isn't about enjoyment & fun, it's about match score and rising in Tiers to become a good player Posted Image

#197 General Solo

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Posted 02 January 2021 - 08:39 AM

So if I rise in Tiers having fun I'm doing it wrong?



Posted Image

Edited by OZCasualSoloOZ, 02 January 2021 - 08:42 AM.


#198 Lord Lion

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Posted 02 January 2021 - 02:46 PM

One of the fixes for faction play is to limit group size and try to add mechanics to prevent 12 mans from dropping together. Yes, we want to play with our teammates put not if we are going to keep running into skilled 12 man pre-mades. Limit group size to 4 or 6 players.

#199 StefanAmaris

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Posted 02 January 2021 - 04:27 PM

View PostLord Lion, on 02 January 2021 - 02:46 PM, said:

One of the fixes for faction play is to limit group size and try to add mechanics to prevent 12 mans from dropping together. Yes, we want to play with our teammates put not if we are going to keep running into skilled 12 man pre-mades. Limit group size to 4 or 6 players.

4 is the size of the Lance, bigger groups mean than part of the group are not in the same Lance.
4 players also allow 4 vs 4, 8 vs 8 & 12 vs 12 matches.

#200 MW Waldorf Statler

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Posted 03 January 2021 - 06:04 AM

View PostLord Lion, on 02 January 2021 - 02:46 PM, said:

One of the fixes for faction play is to limit group size and try to add mechanics to prevent 12 mans from dropping together. Yes, we want to play with our teammates put not if we are going to keep running into skilled 12 man pre-mades. Limit group size to 4 or 6 players.


it is completely irrelevant if you fight against a complete group of 12 experienced veterans or against 12 single experienced veterans , because they know all the basic tactics , are fighting hair , automatically build focused firelines they will always win against beginners who are often only on the move with trollbuilds ( a single UAC2 in a light ) or have more trouble moving the mech than fighting or even in absolute close combat still fight with zoom





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