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Why 8 v 8 is a Gamebreaker


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#81 Cpt Grunge

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Posted 04 November 2012 - 11:11 PM

View PostBromineberry, on 04 November 2012 - 11:02 PM, said:


It was just a rough idea. Of course you have to think seriously about balance.





It would be a little bit like in (god, I never thought I would refer to it as a good example) Battlefield. You have got several playmodes (capture the flag or something like rush with a defense and an offense team etc.) any you got your tonnage.
If an Atlas dies, he loses one life (like in old games), and 100tons of your tonnage is lost. The amount of "lifes*tonnage of the mechs" should not be the same with the absolute tonnage.
Example:
1 Atlas, 1 Cat. Each has 10 lifes (1000 tons + 650 tons = 1650 tons) but the team as a whole has only 1500 tons. So the Atlas can die 10 times, and the cat 7 times. Or the Cat 10 times and the Atlas 8 times, or ....
It should NOT be instant respawn of course, so kthat illing two or three mechs in a short row would give one team the upper hand for a short moment of time.

These are just numbers to explain the idea behind it, because it would need serious numbercrunching to make a good system out of it. But I think it would reward team players, the lances (especially if you are a premade vs premade) would have to think about what mechs to use (tonange wise) and what loadout they should have. A LRM boat f.e. would be pretty useless after it has depleted its ammo. Of course you could combine this with fixed "lance tonnage" or with battle value. Less heavy mechs or more medium ones?

Like I said, this is just an idea which will never be implemented I think. Which is sad, because the thing I miss most about the battles are the feeling of beeing in a battle. If I play a game of TF2 or played a game of BF, I always had the "goal" to win the round, to get to the enemies base. If it worked, I had somehow this "Yeah, we've done it!" feeling. But because the games in MWO are quite quick I totally lack the feeling of achievement, even if my team won...

This game mode was one of the first things I thought of when I picked up this game. But I'm sure most people would hate it. :P And, yes I know, there won't be a gamemode like this. But a man can dream, can he not? ;)



That actually sounds pretty cool. It would need to time limit and maybe an adjustment on tonnage to ensure better gameplay. But like you said it probably wont happen. But hopefully something close.

#82 Inappropriate618

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Posted 04 November 2012 - 11:14 PM

i think that that mech needs more ballistic hardpoints

#83 stjobe

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Posted 05 November 2012 - 02:30 AM

View PostBromineberry, on 04 November 2012 - 11:02 PM, said:

It would be a little bit like [snip]

Sounds like the Dropship mode the devs have hinted at.

#84 Allekai

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Posted 05 November 2012 - 02:53 AM

should be 12 v 12 to follow canon.. 3 lances of 4 mechs.. should be weight system for the diff lances too..

#85 Rifter

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Posted 05 November 2012 - 03:12 AM

We need 12 v 12 just so we can have a real 8 v 8 game.

I mean seriously guys i honestly cant ever remember playing a MWO game that was a true 8 v 8, there is always at least one disconnect, AFK, or suicider in every game, usually multiple per side..

#86 Valdez Raptor

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Posted 05 November 2012 - 01:17 PM

I agree that 8v8 is horrible for this game and needs to be 12v12. The maps are too big for 8v8 and the first person who dies 99% of the time, that team loses and that team gets massacred. When 99/100 battles is that, something is dreadfully wrong.

#87 ArmandTulsen

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Posted 05 November 2012 - 01:52 PM

MWO is still supposed to be MMO, right? Or at least, MMOish? Let's bring out the massive maps and massive teams with multiple objectives - capture, destroy, escort (supply convoys), even assassination (designated lance commander gets marked) all on one board.

It will GLORIOUS!

#88 wanderer

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Posted 05 November 2012 - 02:09 PM

View PostLarryDaBird, on 04 November 2012 - 08:16 PM, said:

The Savior of this game is supposed to be the 4 man premades being the largest allowed in against pugs. I think that was what the initial concern was for because lets face it four decent players will beat 8 man pugs 90% of the time.


On the other hand, it also means we'll see more 4-man premades mixed in.

If you have 40 players in premades, better to see them 4 x 10 vs 8 x 5 - you've doubled the odds of a premade group showing up to stiffen the ranks of a PUG.

#89 ShotgunWillie

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Posted 05 November 2012 - 04:02 PM

View PostxRaeder, on 04 November 2012 - 12:07 PM, said:


Well lets see.

Larger team size does a few things.

1. It normalizes player skill across the two teams, making it harder for premades to dominate pugs.
2. It encourages team play.
a. It does this by increasing the play size with larger maps. Larger maps + more people = team play because it is harder to accomplish something just by yourself.
3. Requires less balancing. Since the map and player count is larger the OPness of certain loadouts is mitigated. A Streakcat for example is less useful in a 20x20km map than it is in the maps we have now as there are more ways to counter it.


I could go by and argue point-by-point, but someone has already done that, and besides, I can generalize my response much faster. Tribes: Ascend is 16 v 16, and none of these things are true about Tribes: Ascend. Tribes 2 could be up to 32 v 32 and again, none of these things were true.

It doesn't matter how many people are on either side in a match. Premades will always stomp PUGs because premades always have teamwork whearas PUGs almost never have teamwork.

So, how do you make it so that premades can't stomp PUGs? You can't nerf teamwork, so that leaves you with only one option. Don't let pre-mades drop against PUGs. As I understand it, that's the ultimate objective of the matchmaking system that PGI intends to implement.

#90 ShotgunWillie

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Posted 05 November 2012 - 04:10 PM

View PostArmandTulsen, on 05 November 2012 - 01:52 PM, said:

MWO is still supposed to be MMO, right? Or at least, MMOish? Let's bring out the massive maps and massive teams with multiple objectives - capture, destroy, escort (supply convoys), even assassination (designated lance commander gets marked) all on one board.

It will GLORIOUS!


Not really. MWO isn't meant to be MMOish. If one were forced to pigeonhole it into an existing genre, it would be more accurate to say it's supposed to be FPSish, but even that isn't quite accurate. MWO is more properly described as a team-based tactical shooter (at least that's how I see it).

But an MMO, it is not. MMOs have to have massive amounts of people all on the same server and interacting with the same things at the same time, a la WoW, SWTOR, and the like.

Calling MWO an MMO is like calling COD or BF an MMO. Sure, millions of people may play it, but that does not, in and of itself make it an MMO.

#91 M4NTiC0R3X

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Posted 05 November 2012 - 04:17 PM

Better bust out a big jaw breaker 'n learn to roll w/ the blows 'cos we're gonna be siftin through this muck till the end of time apparently.

Everybody has already said what I was going to say, in a simple way that is easy to understand:


Patience.. /thread


edit: It's strange because before Open Beta we never saw too many rant threads containing slang brought over from fairyland ( not at this post, just.. on the forums in general )

Edited by M4NTiC0R3X, 05 November 2012 - 04:20 PM.


#92 deforce

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Posted 05 November 2012 - 04:21 PM

first. i have won many games down 1-2 mechs before fighting even started. Almost every game we get a D/C or suicide.

2nd. the way the game currently is. ppl will ***** more with 15n15. if your good and on comms you will play with a team, but since no one does and always complains about premades. imagine the players that wander past the group. focus fired by 15 mechs at once. GG they wont survive one volley.

#93 Salient

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Posted 05 November 2012 - 04:23 PM

Just... dont lose the first 2? suck less, die less! trololol

#94 Wulfen

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Posted 05 November 2012 - 05:20 PM

View PostValdez Raptor, on 05 November 2012 - 01:17 PM, said:

I agree that 8v8 is horrible for this game and needs to be 12v12. The maps are too big for 8v8 and the first person who dies 99% of the time, that team loses and that team gets massacred. When 99/100 battles is that, something is dreadfully wrong.


I think you are literally the first person I've seen say the maps here are too big. Do people really think this? Hell, I think the maps are too small even for 8v8.

And sorry, I doubt you guys will ever see 12v12, there's not even enough maps or variable gameplay for more players.

#95 ArmandTulsen

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Posted 05 November 2012 - 05:31 PM

View PostShotgunWillie, on 05 November 2012 - 04:10 PM, said:


Not really. MWO isn't meant to be MMOish. If one were forced to pigeonhole it into an existing genre, it would be more accurate to say it's supposed to be FPSish, but even that isn't quite accurate. MWO is more properly described as a team-based tactical shooter (at least that's how I see it).

But an MMO, it is not. MMOs have to have massive amounts of people all on the same server and interacting with the same things at the same time, a la WoW, SWTOR, and the like.

Calling MWO an MMO is like calling COD or BF an MMO. Sure, millions of people may play it, but that does not, in and of itself make it an MMO.


How does the whole idea of factions warring against one another, with mercenaries and then eventually the Clans in the mix, vying for control of planets and sectors in space factor into the genre? A dynamic online landscape, something that will be highly prevalent and fundamentally vital to the MWO gaming structure it seems, is a basic element of MMO play. How else would you categorize this? Calling is a tactical FPS is fine and all, but let's face it: the factions and planet warfare is what makes the metagame of MWO interesting, not who's K:D ratio is highest or who's got the top of the leaderboard.

Edited by ArmandTulsen, 05 November 2012 - 05:31 PM.






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