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Please Set Minimum Weight


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#1 Swamp Ass MkII

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Posted 15 March 2024 - 03:38 AM

To groups joining in quick play. Say, 200 tons, to eliminate the whole 4 light parties throwing game ballance out of wack...

Maximum weight of say, 265 tons to drop the possiblility of having all sset as asaults.

4 Mediums isn't too bad as when they have at least a little weight behind them. However, when you have 4 20 ton mechs in that said group, it makes the whole round ****...

This is just a thought...

As far as 5th+ in the group, minimum weight goes up by 40 tons each, and max weight up by 53 tons.

#2 martian

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Posted 15 March 2024 - 03:48 AM

Probably not a bad idea.

#3 Gasboy

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Posted 15 March 2024 - 04:34 AM

Quote

As far as 5th+ in the group, minimum weight goes up by 40 tons each, and max weight up by 53 tons


So if you've been playing as a group for 5 hours, no on can play a light mech?

#4 Curccu

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Posted 15 March 2024 - 04:45 AM

View PostSwamp *** MkII, on 15 March 2024 - 03:38 AM, said:

As far as 5th+ in the group, minimum weight goes up by 40 tons each, and max weight up by 53 tons.


What 5th? There is no 5th or anything beyond 4 in groups and why 53 tons? Mech weights are 20, 25, 30, 35, 40, 45 and so on... why 53?

As for whole suggestion, you don't get my support for it.

#5 Swamp Ass MkII

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Posted 15 March 2024 - 05:00 AM

It's jsut a thought, 53 tons, was a number I came up with doing a bit of math. 265 / 5 = 53... Assuming you can have more than 4 in a group.

And, yes you can play a light mech, this is based on total group weight. Assuming 4 people in the group.

Edited by Swamp Ass MkII, 15 March 2024 - 05:12 AM.


#6 Alexander of Macedon

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Posted 15 March 2024 - 05:15 AM

Frankly I'd rather have a 4-man running lights/mediums than a mix. A light wolfpack in voice comms is way more dangerous than four mechs not moving together while in voice comms.

#7 Curccu

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Posted 15 March 2024 - 06:45 AM

View PostSwamp *** MkII, on 15 March 2024 - 05:00 AM, said:

Assuming you can have more than 4 in a group.


No, group size is capped at four.

Edited by Curccu, 15 March 2024 - 06:55 AM.


#8 TheCaptainJZ

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Posted 15 March 2024 - 08:15 AM

The group tonnage would be ok if the MM could balance groups on both teams based on number of players and tonnage, but afaik, it can only look at group size and average PSR, so it could match 4 lights against 4 heavies. I don't know how exactly it tries to fill the solo spots after that, but I believe PSR is the main factor, followed by tonnage but whether that looks at the group or just the non-group mechs, I'm assuming the latter?

#9 An6ryMan69

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Posted 15 March 2024 - 12:25 PM

Right now we can't even run quickplay matches with the matchmaker turned on if there is an EQ running, and we can't stop a group of 4xUltraviolets dropping together and mopping up solo players, and we we can't stop Tier 1 players from dropping and mopping up Tier 5 players at certain times of the day.

We have WAY bigger problems methinks...

Edited by An6ryMan69, 15 March 2024 - 12:26 PM.


#10 Nine-Ball

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Posted 15 March 2024 - 10:06 PM

You can't really balance lights without resizing them and/or every other mech without causing the next tidal wave of "THIS GAME IS RUINED". A big issue is latency related as lights tend to benefit the most from being so small the server doesn't quite know where to put your laser beam unless you catch them 100% flatfooted or magically have them run into your laser burn. This also extends to any mech that uses jumpjets as they tend to "break" the hitboxes ever so slightly. Again, instant-damage weapons (PPFLD or w/e) go a long ways to punishing such mechs but even then... skill issue that 99% of the playerbase suffers from being able to hit "small" sized mechs at 300m-400m going 100kph+ with consistency.

There is a min/max size limit to groups though.

View PostAn6ryMan69, on 15 March 2024 - 12:25 PM, said:

We have WAY bigger problems methinks...


Yeah the skill gap between the "good" players and everyone else is as wide as the gap between Tier 1 and Tier 5.

The main issue is there are alot of ways to build a mech wrong, and few ways to do it "right" (ie: non-TT builds). This extends into everything else game-related as poorly built mechs need exceedingly skilled pilots to make work. Slower mechs are consistently exploited due to either decision making relying on others or a lack of scouting and thus clear direction where to move their slow butts. It also doesn't help that one wrong move means they're the focus of multiple enemies taking them out of the fight pretty quick.

Another issue is passive play as a result of what I can only describe as timidity due to certain builds having such a huge alpha strike at long/short ranges that (again) slower builds are reluctant to engage as they lack the speed to move out of the way or agility to torso-twist effectively. You can tie it into mech build as much as mech-skill point distribution as well.

And yeah, I guess a bit further down the line is the threat of light/fast medium wolf packs tearing apart most lances that don't have proper support from anti-light/fast medium mechs (ones with PPFLD). Some mechs like the Scaleshot tend to scare alot of players due to how manueverable and hard-hitting it is.

Then you tie it all up with teamwork and how you have groups that have years of experience playing together that they usually slant the win/loss probability 15-20 points from 50/50 to 65/35 or 70/30 if they 4-drop. I have no clue about whether or not there are scummy enough people to smurf at lower tiers to farm but I can only imagine it would take 2 maybe 3 drop to achieve the same results.

It's multi-layered as it is simple in its summation; skill issue, git gud and learn to play. But saying that without providing ways to improve and get better is simply being a douche. Sadly alot of it comes from grinding away at the game and learning all the small bits that lead to better more consistent play; whether its building a better more versatile mech (speed is the key), or distributing skill-points effectively for your build, or even learning the best spots on the map to fight from... it all takes time and effort.

#11 LordNothing

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Posted 15 March 2024 - 11:14 PM

let lights do light things.

#12 Insects

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Posted 17 March 2024 - 01:19 PM

A good 4 man wolfpack is one of the most deadly thing in the game.
Some groups are good, others not good and just trying to replicate others success.

#13 East Indy

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Posted 17 March 2024 - 01:49 PM

Since we know that weight generally corresponds to performance,a nice MWO2 feature would be a QP deck of all four classes, preference selection, and opt-in for "queue speed over 'Mech choice" for players willing to play anything.

That would allow the game to move average tonnage a little lower while reducing weight disparity as a source of imbalance.

Just something to think about.

#14 Tarl Cabot

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Posted 19 March 2024 - 04:33 PM

I would prefer that PGI restrict the 2/3/4-man groups to one mech per weight class. Do that first for a few months then review switching it back up to matching weight classes for both teams. Side note, remove the 4-man completely, allow on 2-man 3-man, and only allow 2*2man to be on the same team.

Edited by Tarl Cabot, 19 March 2024 - 04:34 PM.






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