Every Game Is A 8-0 Stomp
#21
Posted 21 November 2012 - 10:02 AM
My team: seven mechs, I was the only founder.
Enemy: 8 mechs, 4 founders. Map was forest.
My team: "Comguard, scout the cave."
Com: "Ok."
Team: "And?"
Com: "The graphics all glitchy, I can't see anything..."
We won 8:0. No. Idea. What happened.
#22
Posted 21 November 2012 - 10:04 AM
#23
Posted 21 November 2012 - 10:18 AM
SECOND: If you are in a group or an owned/custom mech, you go into the big boy/girl queue.
#24
Posted 21 November 2012 - 10:38 AM
Daemian, on 21 November 2012 - 12:26 AM, said:
I either win or lose 8-0. Best case games the winning team lost 2 guys.
I think it's because the teams are so small. Whoever gets the first kill has a huge advantage. And if you start the game with a disco or farmer then your even more likely to give up that first kill and then subsequently lose.
Playing in a group I am more likely to win than when I pug but the scores are still the same. 8-0.
Gee I wish someone had predicted this totally unforseeable outcome. If only a large portion of the MWO community had said something about the core issues plaguing the game and balance and those had been addressed aggressively instead of chasing an imaginary boogie man that was only a symptom and not the problem itself. But alas nobody in the community had the foresite to start even a single discussion pointing out actual potential solutions to the actual problems. /sarcasm
Is all seriousness, the issue has a lot to do with a number of dynamics:
- custom mech v. Trial mech
- 'Optomized' mech v. simple customised mech
- Experienced player v. Newbie
- Players intent on going solo v. Players willing to organize (not speaking to premie or pug just willingness to work as an active part of a team what ever form it takes)
- People that actually want to play the game v. Griefers/farmers
- Good ping v. Bad Ping
Those dynamics are further hurt/could be fixed by resolving the following issues
- Proper matchmaking
- Proper tutorial in the way the game is now (no need to add anything like say 3rd person as a crutch)
- Solid heat balance that doesn't Neuter trial mechs
- fixing the net code/lag issue
- this thread: http://mwomercs.com/...ser-experience/
#25
Posted 21 November 2012 - 10:41 AM
Edited by Sevaradan, 21 November 2012 - 10:42 AM.
#26
Posted 21 November 2012 - 10:42 AM
Sevaradan, on 21 November 2012 - 10:41 AM, said:
No, sadly i think the reaction would finally be that team work is truly OP and they would stop us from grouping at all.
#27
Posted 21 November 2012 - 10:43 AM
hood, on 21 November 2012 - 09:47 AM, said:
You make the silly assumption that group sizes will scale up to 8 in 12v12.
In the same podcast that Russ discussed 3rd person view, he also said that PGI is testing 12v12...
He also compared the group sizes in WoT's RBQ and MWO's RBQ, and stated that the 4 player groups in 12v12 will not have as much power as they did in 8v8, like how a 3 player group doesn't have a large controlling influence in WoT's 15v15...
TL;DR
You're wrong, group size will remain the same (4) in 12v12.
Edited by XenomorphZZ, 21 November 2012 - 10:45 AM.
#28
Posted 21 November 2012 - 10:44 AM
Agent of Change, on 21 November 2012 - 10:42 AM, said:
No, sadly i think the reaction would finally be that team work is truly OP and they would stop us from grouping at all.
Judging from the past experience w PGI that's entirely possible lol. So either they'll fix it or it'll be an undeniable sign to move on to a new game LOL.
#29
Posted 21 November 2012 - 10:59 AM
Bilbo, on 21 November 2012 - 10:04 AM, said:
Right now, it's simply that random team-mates are gonna be random.
I've seen fewer total PUGstomps since the change to limit folks to 4-man groups, ancedotally speaking. More cases where the losing team has gotten 3+ kills, too. There's certainly 1-8 or 0-8 losses mixed in there, too- but those tend to be when your team is either full of Trial 'Mechs (ie, newbie newbies) or you have people DC'ing on entry (the crash to desktop bug) leaving you with a 6-7 man team vs. a full 8.
The real key to pugstompings being utter pugstomps are those two factors, IMHO. Green pilots in Trials and DC's causing team imbalance from the start.
#30
Posted 21 November 2012 - 11:12 AM
#31
Posted 21 November 2012 - 11:26 AM
Still, you're right. It's gonna be a LOT of updates before MWO is really ready for prime time.
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