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Upcoming Team Matchmaking (Phase 2) - What Is The Plan To Prevent 8X Atlas Vs. Anything Else?


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#101 Harmatia

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Posted 10 November 2012 - 09:21 PM

I just played 5 games and the majority mechs on the opposing teams, each round, were Jenner's.

#102 WhiteCatInsurgency

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Posted 10 November 2012 - 09:32 PM

The most obvious answer to me is to have a dropship screen prior to a pre-made v pre-made match. Effectively a hero selection screen.

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 Ghost_19Hz

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Posted 10 November 2012 - 09:48 PM

8 man jenner teams? i dunno... base caps? who cares.

#104 Faldrin

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Posted 10 November 2012 - 11:09 PM

Balance system would be needed in some way.....Have you seen a pack of 4 149 mph jenner's take on 4 atlas? I have and lets just say there was still 3 jenner's at the end of that fight. Now a team of 8 jenner's fighting a mix group I will place money on the 8 jenner's at this time.

#105 Kaelus

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Posted 10 November 2012 - 11:55 PM

View PostCalmon, 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 PYR0MANCER

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Posted 11 November 2012 - 12:14 AM

Seriously... Stop basing all this on the current game mode... It's not going to be the only one... Different tactics will be needed...

#107 Grey Rabbit

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Posted 11 November 2012 - 12:57 AM

Due to the way that the game is balanced right now, I don't think that the solution for an 8 atlas premade would be in the match making. There's quite a few posts here that have tactics that beat it. I think that the solution is balanced premades to defeat these groups. I'm not saying that an 8 of this mech or that mech will beat them. The obvious solution is to be balanced out with your friends before you drop and use teamwork to mop the floor with them.

-Rabbit

#108 Calmon

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Posted 11 November 2012 - 01:08 AM

View PostHarmatia, on 10 November 2012 - 09:21 PM, said:

I just played 5 games and the majority mechs on the opposing teams, each round, were Jenner's.


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 The Bad Charlie

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Posted 15 November 2012 - 07:38 PM

so. Hey look!!!



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 4er3BaPa

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Posted 15 November 2012 - 09:04 PM

1) If premade wants to play in 8 Atlases PUG, pleased him, but to find 770-800 ton group for. (I think this team will be waiting a lot of time for appositing enemies...)

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 Vermaxx

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Posted 15 November 2012 - 09:07 PM

Nothing is going into Phase 2 to prevent this. The game matches someone from the "premade queue" which apparently is everyone 4 and up, against someone else from the "premade queue." The match can be uneven on players and weight classes.

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 Psydotek

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Posted 15 November 2012 - 09:31 PM

Groups by tonnage would be a good start.

Going by battle value would be nice but not necessary, at least not until the Clans show up.

#113 Insidious Johnson

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Posted 15 November 2012 - 09:34 PM

is no plan. Would suck to be 8 atlai vs 8 jennai. Imbalanced grouping is possible. Get over it. Don't whine about it, or they will nerf it further.

#114 Jacek Owens

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Posted 15 November 2012 - 09:37 PM

So we will still see combined drops in PUG games. They can coordinate 3+3 instead of the 4+4 they do at the moment? Plus it will probably be quicker to find games that way.

#115 Vermaxx

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Posted 15 November 2012 - 09:47 PM

No one knows. The post says anything 4+ can be a "premade" but that they can drop on uneven teams.

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 4er3BaPa

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Posted 16 November 2012 - 01:10 AM

View PostVermaxx, on 15 November 2012 - 09:47 PM, said:

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.


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 Daimonos

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Posted 16 November 2012 - 01:29 AM

http://mwomercs.com/...79-matchmaking/

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 Calmon

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Posted 06 December 2012 - 06:32 AM

Dec6th: Atlas Fest, easy-to-implement solution ignored by PGI, I really miss one with the masterplans... so much bad-brained-decisions.

All might to the brains in your company!

#119 Mason2501

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Posted 06 December 2012 - 01:01 PM

While yes many players are gravitating to heavies, assaults, and most new teams start out going Atlas DDC ECM heavy.

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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