

Upcoming Team Matchmaking (Phase 2) - What Is The Plan To Prevent 8X Atlas Vs. Anything Else?
#101
Posted 10 November 2012 - 09:21 PM
#102
Posted 10 November 2012 - 09:32 PM
From this screen mechs are selected 1 at a time, switching teams after each pick or just let each team make secret picks (I vote secret). The dropship max tonnage can be voted on prior to selection or be randomly assigned for a bit more chaos. From there, the teams do their best to fill the tonnage most effectively for their team.
Drop ships capacity would randomly be between 450-700 tons for 8 people. Off the top of my head that seems like it requires strategy. Both teams would have the same numbers to work with obviously.
#103
Posted 10 November 2012 - 09:48 PM
#104
Posted 10 November 2012 - 11:09 PM
#105
Posted 10 November 2012 - 11:55 PM
Calmon, on 08 November 2012 - 03:38 AM, said:
In moment the stats you see on the end reflect in no way what a atlas really do for your team. This is perfectly fine! We don't want to give atlas pilots more XP/C-Bills just because they play atlas, so don't take me wrong! But the whole system only works balanced because if our side has 4 assault mechs, the other side has it too!
Actually, Assaults are supposed to make more money, to compensate for their increased repair bills as stated by the devs multiple times in CB.
#106
Posted 11 November 2012 - 12:14 AM
#107
Posted 11 November 2012 - 12:57 AM
-Rabbit
#108
Posted 11 November 2012 - 01:08 AM
Harmatia, on 10 November 2012 - 09:21 PM, said:
In current mode you can play what you want because its 'balanced' in a way the opponent team have the same classes than your team. So its no real problem!
And Jenner are very special anyway.
#109
Posted 15 November 2012 - 07:38 PM
Ps.: Im sadly impressed at the amount of posts that can fit this video nicely...
Edit: Ill throw my opinion just to show that im not attempting to troll... The playerbase needs this flexibility to be able to set the "meta-game", just like it happens in many other games... There are going to be a lot of configs that will work, that will depend on the DC's mindset and being able to respond to "the cheese drops" that will be out there. And on top of it all... Why dont we wait for it to come out, play some matches, and Then speak our minds??? This (on a minor degree, thankfully) is like the mass hysteria going on around the 3rd person view... Wait till things are done, so we can get a better opinion!!! Sure, we can suppose how things are going to turn out and be afraid... But we still dont know it for sure. (btw, not a 3pv supporter

Ed2: Btw, i think with the current netcode issues, scouts have a bit of "unmeant" advantage, but i dont think 8 scouts would be the "best drop" either.
Edited by The Bad Charlie, 15 November 2012 - 07:46 PM.
#110
Posted 15 November 2012 - 09:04 PM
2) Classes limitation equal tonnage limit (except Cicada, i'm not see no one Atlas in scouting role, but throng of assaulting lights

3) Owned loadouts more survivable than a stock in exceptional battle situation (trials? dole for no-donaters only, initial garbage for beating)
2) Not only tonnage restriction needed. I have tons of pics with end-of-round stat 6-7 founder/owned mechs vs. more than half of trials (cry about 4 pugs limit?...may be fight vs. skilled not to fun for him, only vs. old-mans and child...). Damage rate summary as 10/1... No chance for newbie. I suspect, this unbalance match not fixed especially, may be my paranoia...
Founder users - high skilled mech pilots generally, more experienced, play in PUGs... Then, get adequate enemies for theirs party - sort by k/d, win/losses, avg xp per match etc.
Say again, phase 2 extremly needed not only tonnage/class restriction. I think aggregate mech-stats + pilot-stat is good idea (like WoW "GearScore", "TankPoints"; alternate to match PC-mark, other "parrot"-mark's value)
p.s. If you want to counter argue, see any dmg-statistic first. It contain all of aforenoted and in prev msg
Edited by 4er3BaPa, 15 November 2012 - 09:08 PM.
#111
Posted 15 November 2012 - 09:07 PM
That's it. The premade people get to fight each other. Zero control over which 'each other' they fight. Now at least the ones actually looking to esports can do it, and the rest will shamelessly admit they like pugstomping in their 3 man teams.
#112
Posted 15 November 2012 - 09:31 PM
Going by battle value would be nice but not necessary, at least not until the Clans show up.
#113
Posted 15 November 2012 - 09:34 PM
#114
Posted 15 November 2012 - 09:37 PM
#115
Posted 15 November 2012 - 09:47 PM
I don't know if the "MM" will try to lump a team of 4 with a team of 4 to make 8. I think what is most likely is that the team of 4 will just fight the first team to ready up in the same timeframe. People will stop doing "premades" with four, probably even with 5. People MIGHT intentionally do teams of 6 or 7.
People will just make 3 man groups and fight in PUGs, where they have a much higher chance of winning all the time. The "premade" queue will boil down to just the hardcore esports people. And if it doesn't ACTUALLY INCLUDE A QUEUE WAITING SYSTEM, even they will get bored from having to click ready and time out 15 times before getting a match.
#116
Posted 16 November 2012 - 01:10 AM
Vermaxx, on 15 November 2012 - 09:47 PM, said:
plus with this
NEW party search with advanced settings needed (set up party and enemies search by tonnage, class etc)
May be "open room system" for PUG? Set up room setting with assert statement, all other may see list of opened rooms and join in with your own PUG or alone (like classical PvP search game but with advanced setting)
#117
Posted 16 November 2012 - 01:29 AM
Phase 2: November 20th
Pre-Made groups will be able to match against other pre-made groups.
Min group size: 4 players
Max group size: 8 players
Class Matching: No
This very clearly indicates that a team of five commandos could just as easily be matched against eight atlases. "Class Matching: No" makes it clear that there will be no wait for a "good" match - each group of 5+ will simply be matched against the next group of 5+ in the queue. This is an interim position and is unlikely to get much tweaking before the first draft of "proper matchmaking" in Phase 3 - based perhaps on some mix of skill, weight class, and maybe even battle value - comes out some time next year.
I'm expecting to see Phase 2 teams built mainly of Atlas, Gausscat and Jenner.
#118
Posted 06 December 2012 - 06:32 AM
All might to the brains in your company!
#119
Posted 06 December 2012 - 01:01 PM
Doesn't guarantee a win. As this is not a random player match, it's up to the "Team" to come up with a tactic. Yes bring your max best mech has an advantage. Your piloting skill matters big time. ECM and dealing with it's effects is apart of learning the new game, which changes with every patch and new things added.
So yes it's a tougher match when a good team takes all Atlas DDCs with ECM. Yet the limit how they fight and move. And yes still pretty easy to see coming and easy to hit. Yet the Atlas does have many disadvantages, slow turn rate, limited torso twist, limited firing arcs, hard to fit in certain places on the map.
For giggles my Eight man group launched with all Lights. Yes we battle many groups with majority atlas, yet we won more matches then we lost. We then shifted our builds around, and came out with six lights, and two missile boats. Guess what even with the ECM, we were able to use good tactics and TAG with counter-ECM and make that work.
Personally I like the ability to bring whatever mechs your team wants vs random unknown group. Look the game isn't finished. PGI will add much more to the game. In the future I guess its easy to add a drop mode of 8 man battle value balance. I would like to see a pre-launch where you see the map your dropping, get to bring a mech for your 4 selected drop bay, and have an agreed weight/battle value, and a choice to allow custom mech variants, or force all mechs to land as their stock variant design(just for that match). Of course much larger maps and teams of 12 or more.
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