Every Game Is A 8-0 Stomp
#1
Posted 21 November 2012 - 12:26 AM
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.
What can be done to make the battles more likely to go down to the wire?
I really think 12 v 12 would help but I don't think the game can handle 24 mechs in one battle right now.
So what else?
Maps with multiple objectives so teams have to split up maybe?
#2
Posted 21 November 2012 - 12:40 AM
#3
Posted 21 November 2012 - 12:43 AM
I find it goes one of 4 ways in a game
8-0 win (or 8-1/2)
0-8 lose
8-7 win
4-4 and someone caps
#4
Posted 21 November 2012 - 12:44 AM
With the performance issues this game has, this guy thinks 12v12 and 36v36 are even REMOTELY possible?
Ahahahahah
Edited by STRONG LIKE BEAR, 21 November 2012 - 12:45 AM.
#5
Posted 21 November 2012 - 12:48 AM
I have had an experience close to One Medic Army's. I was running with a four man tonight and
Edited by ian davion, 21 November 2012 - 01:09 AM.
#6
Posted 21 November 2012 - 12:51 AM
When I first started playing this game a couple of weeks ago, scouts would go track enemy units, target lock them, and then the team would have a general idea of where they were. Now its like "Oh okay, we are in the outer city of the frozen map. Set up near the downed plane and a few watch the tunnel for them to come through there." It's all become routine, in just a few weeks I'm looking at each map that way because I know that thats how everyone is gonna play it. If you have a good team that will listen to or watch team chat, its almost always gonna be that kind of result. With those on TS they have a quicker response time, but I have been in all pugs and the last couple of days I have doubled my wins over loses, where before I was high on the loss side of my stats.
Edited by Jared Synge, 21 November 2012 - 12:53 AM.
#7
Posted 21 November 2012 - 12:56 AM
8-3
8-5
2-8
6-8
8-7
capped ones were
6-5
7-3
3-4
those are what i can remember in terms of scores. but I know that there was never a 8-0 or even a 8-1 match.
Guess I've just been lucky.... :S
They have all been good matches, and it's nice seeing/having a 4 man group on your side, and a 4 man group on their side. you can tell the coordinated ones from the non. Even without a mic, if you watch the minimap you can kinda get the jist of their strategy, so I stick with them and it turns out for the better. It's all about team work, even if you are pugged. No point running into the trees alone, get swamped, and get angry because no one was there. You're just wasting your time and compromising your teams success.
#8
Posted 21 November 2012 - 01:11 AM
#9
Posted 21 November 2012 - 01:12 AM
I agree with Jared Synge, it's the map size. We need bigger maps.
With multiple objectives.
#10
Posted 21 November 2012 - 01:17 AM
Johnny Reb, on 21 November 2012 - 01:11 AM, said:
Get over your 8 man circle jerk already.
Even when I win it's a 8-0 or 8-1 stomp. That's not fun. And it's even less fun when I lose that way.
This has nothing to do with premades or pugs, its the nature of the game. Small team sizes on small maps. The team that gets the first kill can often snowball their way to victory.
Edited by Daemian, 21 November 2012 - 01:17 AM.
#11
Posted 21 November 2012 - 01:29 AM
#12
Posted 21 November 2012 - 01:42 AM
It's not just small maps: there's no matchmaking for skill, experience, or custom-built mechs. All these things combine so that yes, games are often lopsided. There are still close games to be had; they're just not yet as frequent as we'd like.
Edited by daimonos, 21 November 2012 - 01:43 AM.
#13
Posted 21 November 2012 - 01:52 AM
In summary
Community made maps - big ones
48v48 minimum
random artillery to make it interesting
#14
Posted 21 November 2012 - 01:55 AM
The biggest issue I have with matchmaking right now is you don't know before the match how much of a challenge it'll be.
I don't know if bringing a new design I'm trying out will cause my team to loose, or if we'll win regardless and I shouldn't be bringing a proven 100ton god of death to the field.
Not to mention the times it turns out we're alongside another pre-made team and it's fairly hideous.
Edited by One Medic Army, 21 November 2012 - 01:56 AM.
#15
Posted 21 November 2012 - 02:03 AM
I personally would rather wait a few minutes for a better match up than instant drop into cluster%^&*noobville. It looks like that's what is being worked on to achieve, so for now I'll take it and build up my mech bay and pilot tree for that day.
Now if only they could do that for forum accounts so we could filter out the whine...
#16
Posted 21 November 2012 - 02:26 AM
Sorry about that, I pulled my Atlas-D out of storage since I was tired of being steamrolled.
Heh, no worries. The next game was a roflstomp in my favour. PUGing is always a mixed bag.
#17
Posted 21 November 2012 - 07:57 AM
ElCadaver, on 21 November 2012 - 01:52 AM, said:
In summary
Community made maps - big ones
48v48 minimum
random artillery to make it interesting
This would be a good idea, but a simple orange box map (remember those i CS:S and DoD) would really suck. The maps would have to be of a certain standard, optimized properly, and challenge worthy. A 48 vs 48 map may be a bit extreme though. I'd say at most a 24 vs 24 map, equivelent to two companys on each side would, would probably be the limit. Those maps would be as large as 4096m x 4096m. A single map with an urban center, river, and coastal forest would be something to really push player teams and make it a challenge to win in Assualt. Caps being located in the city center and a beach head on in the coastal forest. Thats just an example of something that would be a lot more challenging than rushing a tunnel and taking a cap.
#18
Posted 21 November 2012 - 09:39 AM
sometimes you get the equivalent of that thing that happens in Sonic the Hedgehog 2's casino level when you roll 3 robotnik faces and Sonic gets doinged by 3252352234523 spiky balls and you lose all your rings. This is what it feels like when your team has 4 trial Atlases and one of your friends crashes to desktop, while the other team is some super-organized bunch of Germans doing 8 man sync drops.
I don't mind losing because the other team was better than the guys I brought to the table. I sure as hell DO mind losing because half of my team doesn't actually play because there's no consequences for griefing your allies by suicide grinding, and I'm stuck with them because I can at best only bring 3 other people. Or even worse, when the game is so unstable that I can't even rely on those 3 to make it in without a disconnect or memory leak issue.
#19
Posted 21 November 2012 - 09:47 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.
What can be done to make the battles more likely to go down to the wire?
I really think 12 v 12 would help but I don't think the game can handle 24 mechs in one battle right now.
So what else?
Maps with multiple objectives so teams have to split up maybe?
OMG 12 man groups? Can u imagine.. 8 man teams and 4 puggers...(yes they would still *****). So the 8 man would have to turn on the puggers.. Once the puggers are gone, whats left of the 2 8 man teams fight it out.
#20
Posted 21 November 2012 - 09:52 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.
What can be done to make the battles more likely to go down to the wire?
I really think 12 v 12 would help but I don't think the game can handle 24 mechs in one battle right now.
So what else?
Maps with multiple objectives so teams have to split up maybe?
I am not sure what game you are playing, because most of my games are nailbiters right to the end 7-8. Out of the last 20 games only 1 was a roll 2-8.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users