

How Many Pre-Mades Will Use The 8V8 Option?
#21
Posted 04 December 2012 - 08:31 AM
what we need is.. phase 3 matchmaking which is already being implemented
#22
Posted 04 December 2012 - 08:31 AM
Jacmac, on 04 December 2012 - 08:28 AM, said:
Yup they'll get this sorted soon as they can make it so PUG's aren't plauged by the bots/tk'rs/diconnects that the premades (at least the 8 mans) are escaping. I'm curious to see what "phase 3" is but i don't think it will fix all of this.
#23
Posted 04 December 2012 - 08:37 AM
Tuesday, 1:03 PM
Captain Kickbutt: FINALLY! No more running around with stupid pugs who don’t know what the hell they’re doing!!
Thursday, 3:14 PM
Captain Kickbutt: This sucks! We either drop as a full Jenner group, or we get rolfstomped. No balanced drops. Long matches. No C-Bill gains. My K/D is in the toilet. Screw it… I’m going back to 4-man drops to farm some C-Bills. Who is with me?!
#24
Posted 04 December 2012 - 08:39 AM
#25
Posted 04 December 2012 - 08:41 AM
None of which was supposed to be in the 'beta' demo, it was supposed to be in CW. They're adding in some ad-hoc sht for you folks, and clearly it isn't going well.
Case in point - the afk sensor. Haven't seen anyone get disconnected due to that yet. I HAVE seen tons of people standing around still, and I see tons of people disconnect during loading or immediately after. They can't ALL be running power up/power down scripts to avoid it.
The natural conclusion there is that the AFK sensor was either delayed or is just never showing up. If something that integral to the reliable performance of the pug gaming scene can't make it in, I feel really sure most of their matchmaking posts are to keep people from quitting.
#26
Posted 04 December 2012 - 08:50 AM
Here's how I imagine clans and merc units will do:
1-4 players: Solo to 4man PUG
5 players: One 3 man, one 2 man PUG
6 players: Two 3 man PUG
7 players: One 4, one 3 man PUG
8 players: Premade vs Premade 8
9 players: Three 3 men
10 players: Either One 4, two 3's, or one 8man and 2man PUG
10+: Continue filling in to multiples of 4 man Pugs until 16 players, or if there is an 8man, the extras will just play as divided above.
#27
Posted 04 December 2012 - 08:52 AM
Personally I will simply be glad to get away from the Puglies. I realize that many/most of you are good pilots and competitors, but it only takes a few bad apples to spoil the bunch.
#28
Posted 04 December 2012 - 08:53 AM
Vermaxx, on 04 December 2012 - 08:14 AM, said:
Before, they were planning on all kinds of spiffy team options - run five (clanners!) run six, seven, eight, whatever! Just be aware you CAN face a full 8 man team!
I guess that was too much work or something, so now it's back to 8 or nothing.
Or, and stay with me now, it was to prevent 7 player group steamrolls of 8 player pugs.
#29
Posted 04 December 2012 - 08:58 AM
#30
Posted 04 December 2012 - 09:02 AM
#31
Posted 04 December 2012 - 09:02 AM
StaggerCheck, on 04 December 2012 - 08:37 AM, said:
I'm sure there will be some of these but for the life of me I cannot understand why a certain segment of the community seems gung-ho on insisting dedicated team players (premades) are in it because of easy wins/c-bills/etc...
I mean, did I miss the part where they changed that game was billed as a team based game, or that somehow I could talk and play with my friends outside of a premade?
I don't care about raking in c-bills, I really don't care if my win/loss ratio drops to 1:1, I don't give a crap about my KDR that can drop to 1:1 as well. I like many are just interested in playing with friends and escaping the dregs of the pugs (not all of the pugs many of you are great and it's a shame we can't have you guys without the trolls and exploiters) to play against organized teams.
Can we put the stupid "lol you guys are getting what you asked for we hope it sucks for you" crap to rest, please?
#32
Posted 04 December 2012 - 09:07 AM
#34
Posted 04 December 2012 - 09:14 AM
Jacmac, on 04 December 2012 - 09:07 AM, said:
Since it will weed out afks, team killers, disconnects, and the like, I imagine quite a few.
#35
Posted 04 December 2012 - 09:15 AM
Jacmac, on 04 December 2012 - 09:07 AM, said:
Be nice .... some people play with voice comm because they enjoy teamwork and realistically, text chat with no in-game hotkeys just doesn't cut it except for really basic coordination.
#36
Posted 04 December 2012 - 09:16 AM
#37
Posted 04 December 2012 - 09:16 AM
StaggerCheck, on 04 December 2012 - 08:37 AM, said:
I
Vermaxx, on 04 December 2012 - 08:41 AM, said:
None of which was supposed to be in the 'beta' demo, it was supposed to be in CW. They're adding in some ad-hoc sht for you folks, and clearly it isn't going well.
The reason (I assume) it's here is because this is a really bare-bones game at the moment and it's the only thing keeping a lot of us interested in playing.
#39
Posted 04 December 2012 - 09:34 AM
Garth Erlam, on 04 December 2012 - 08:53 AM, said:
Why not 5-7 (8) premades +1-3 (0) random against 8-man groups with the same options?
I would preffer this way.
This could have been done by filling the slots (to fill 8 man groups if not fully premade) with a checkmark "Fill with random players" to do so.
5-7 people online you like to play with in phase 2 is just........
#40
Posted 04 December 2012 - 09:44 AM
I'm guessing that after some analysis, they concluded that this would be the most likely outcome due to player base size. Probably the only reason they are rolling out the 8 v 8 is that a vocal component of the player base is insisting on it. The fact that the 8 v 8 will not have a mech weight class balance requirement is an indication that the wait times to find a match would be too long otherwise.
It will be interesting to see how this works out.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users