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Why 8 v 8 is a Gamebreaker


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#1 Mack1

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Posted 04 November 2012 - 02:54 AM

I have seen people posting this in a few other threads but think it deserves it's own discussion.

The big problem with 8 v 8 is the first 2 kills will decide the outcome of the game, sure not always (my streak cat video proves this) but 90% of the time once you go 2 Mechs down you are pretty much screwed. I have played loads of games and can only think of 2 or 3 times we have come back from losing 2 Mechs early on.

This is why the game should be at least 15 v 15 now I know this is "Lore fail" but we are supposed to be having fun, I really don't care about Lore, I care about enjoying my time playng. Happy customers spend money, unhappy customers leave and no one is going to tell me MWO has mostly happy customers, in-game chat and the forums confirm most are very unhappy.

Get 12 v 12 moving asap and then work on 15 v 15 and keep expanding before it's too late.

#2 MagicHamsta

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Posted 04 November 2012 - 02:56 AM

False, me has had more games won when 2 people disconnect from the start/suicide from the beginning & still won relative to games lost due to being down 2 people.
Something about being down 2 people seems to make people less careful.
(.-.)

Mayhaps your streak cat piloting skills require some work.
('-')

Edited by MagicHamsta, 04 November 2012 - 02:57 AM.


#3 RiceyFighter

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Posted 04 November 2012 - 02:57 AM

There been many times in our clan where we went 6 v 8, 5 v 8 and successfully defeated the enemy team. Coordinated team play and skill over numbers.

#4 Cest7

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Posted 04 November 2012 - 02:57 AM

Maps are too small for 12v12

#5 Stormwolf

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Posted 04 November 2012 - 02:58 AM

View PostMack1, on 04 November 2012 - 02:54 AM, said:

This is why the game should be at least 15 v 15 now I know this is "Lore fail" but we are supposed to be having fun, I really don't care about Lore, I care about enjoying my time playng.


Words fail me.

Posted Image

#6 Naeron66

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Posted 04 November 2012 - 02:58 AM

Seen many matches won after being 2 or 3 down at the start.

Also 12v12 is coming in the future.

#7 Sinnersaix

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Posted 04 November 2012 - 02:59 AM

View PostUltrabeast, on 04 November 2012 - 02:55 AM, said:

Only losers use streak cats.


Or ppl afraid of Jenners =)

#8 Blark

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Posted 04 November 2012 - 02:59 AM

I've seen 3 vs 8 wins..

#9 stjobe

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Posted 04 November 2012 - 03:00 AM

Why wouldn't the first two kills decide the outcome of a 12v12 or 15v15 as well?

Any side that takes the first loss is going to find themselves in an uphill battle to win, it doesn't matter if it's 4v4, 8v8, 12v12, or 24v24.

Also, I disagree with your assessment of the mood of the MWO player base. There's a very vocal (forum) minority that's disenchanted for one reason or the other (sometimes legitimately, more often not), but by and large the people I talk to seem to enjoy the game just fine.

#10 MagicHamsta

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Posted 04 November 2012 - 03:03 AM

View PostMack1, on 04 November 2012 - 02:54 AM, said:

-snip-
(my streak cat video proves this)

-snip

but we are supposed to be having fun, I really don't care about Lore, I care about enjoying my time playng.
-snip-


Dat oxymoron. ~(o.O)~

#11 Inkarnus

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Posted 04 November 2012 - 03:04 AM

wich this maps 15v15 like in WOT is horrible idea even in WoT its horrible :X on top WoT MM is even more terrible then MWO
10x10 is i think max but makes no sense since you just can more easyly overwhelm Pugers
i like it more tactical with 8x8

#12 Krivvan

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Posted 04 November 2012 - 03:08 AM

You know, the stomping aspect gets even worse when you introduce more players.

This is just my own theory, but I think the reason single lone players aren't able to make as much a difference is due to several factors. Think about how such a player can make a difference in a game like CoD or BF3.

1. Things die easily enough that a single suicidal player can still get a kill and make his or her death at least neutral. In MWO a single charging suicidal player will die quickly under combined fire without being able to kill anything due to the relatively slower speed at which things die in MWO.

2. There is no respawn. So the concept of sacrificing your life is something is much less viable.

3. Even though a single mech alone is useless, the single mech is still extremely important. Losing a single light mech cuts your ability to scout or defend your base to an extreme degree. Losing a single Atlas makes a huge dent in the firepower of your team. Losing a single person in CoD doesn't mean as much when it's relatively common for a single person to get more than 1 kill very quickly.

The only thing allowing bigger teams will do is make teams able to concentrate their fire to an even greater extent. I'm not saying this is bad, just that this won't stop stomps from happening.

#13 PC_Joe

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Posted 04 November 2012 - 03:26 AM

Don’t worry Mack1, I hear what you are saying, it is true after 2 loses it’s a slow and painful grind to defeat. But Krivvan is right! In 8 vs 8 at the second loss somewhere on the battlefield there is 1 person get shot by 3 enemy players. Which quickly grows to 4 on 1, 5 on 1 etc. However 15 vs 15 will not make that better, it’s going to make it worse. I think we should do it to see what happens, I could be wrong. I believe that there should be a range of Mission types we as players can choose from, greater and less than 16 players.

#14 Kaijin

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Posted 04 November 2012 - 03:32 AM

View PostUltrabeast, on 04 November 2012 - 02:55 AM, said:

Only losers use streak cats.


LRMS!

GaussCats!

#15 xRaeder

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Posted 04 November 2012 - 03:36 AM

Hmmm you know what would fix this?

Let's see. Who else has come up with a suitable system?

Oh! DICE has. Many years ago.

Introduce respawns, mech repair bays, 20x20km maps, 32v32 and this game will really take off.

MW:LL is the way to go. But no... so many of you want a small scale boring arena deathmatch where the "average" match is decided in the first two minutes.

Sorry guys. It usually is decided in the first two minutes. Is the enemy team LRM heavy? Can your team counter in time? No... you lose.

Does the enemy team have a Streakcat? There goes all your light Mechs. Decided in two minutes.

You don't encounter the enemy? Well we better go for their base because that's what they are going to do. No defenders? You lose.

There are so many ways that the game is decided in a short period of time that it isn't funny.

It is this way precisely because there are so few players in the match. It was the same in Counterstrike and WoT.

All these issues fall by the wayside if you increase player counts and map sizes. Yes individual player skill is less important (GASP!), but team play becomes far more important.

The problem is I do not believe PGI can shift gears and give the game long term stability.

The game also severely punishes new players. Thus endangering long term population stability even more.

#16 ferranis

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Posted 04 November 2012 - 03:37 AM

How the "i have seens more -2 wins than you" people come out of the closet. Yes that is because you were playing in a premade against pugs.

On even terms 2 mechs down is nearly everytime a loss and larger battles would help indeed. Because you would have different areas to fight (for objectives) that scatteres the players. and makes partial wins get a meaning and a possible comeback.

#17 wuselfuzz

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Posted 04 November 2012 - 03:40 AM

View PostMack1, on 04 November 2012 - 02:54 AM, said:

This is why the game should be at least 15 v 15 now I know this is "Lore fail" but we are supposed to be having fun, I really don't care about Lore, I care about enjoying my time playng.


Your lore fails. 8 are be two lances, which would be... nothing, except two lances. 12 would be three lances which actually would be a company.

/edit:I'd totally be for larger maps (but more important: MORE maps). And make that 36 vs. 36 or something.

Edited by wuselfuzz, 04 November 2012 - 03:41 AM.


#18 Thorn Hallis

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Posted 04 November 2012 - 03:40 AM

I disagree.


View PostxRaeder, on 04 November 2012 - 03:36 AM, said:

MW:LL is the way to go. But no... so many of you want a small scale boring arena deathmatch where the "average" match is decided in the first two minutes.


Yeah, thats why MWLL is played by millions. :)

Edited by Thorn Hallis, 04 November 2012 - 03:41 AM.


#19 xRaeder

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Posted 04 November 2012 - 03:42 AM

View Postferranis, on 04 November 2012 - 03:37 AM, said:

How the "i have seens more -2 wins than you" people come out of the closet. Yes that is because you were playing in a premade against pugs.

On even terms 2 mechs down is nearly everytime a loss and larger battles would help indeed. Because you would have different areas to fight (for objectives) that scatteres the players. and makes partial wins get a meaning and a possible comeback.


Yeah I haven't grouped once, and if we are two men down we usually lose.

View PostThorn Hallis, on 04 November 2012 - 03:40 AM, said:

I disagree.




Yeah, thats why MWLL is player by millions. :)


No mod, other than Counter Strike has been played by millions. And point of fact... this game isn't played by millions either.

Regardless. It is still a better designed mod than this is a game, despite PGI having money and advertising on their side.

#20 Turboferret

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Posted 04 November 2012 - 03:43 AM

Not really true, a premade will stomp a pug 4v8 about 50% of the time.





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