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We Need A Drop Limit For 8 Man Asap!


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#21 Rocket2Uranus

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Posted 07 December 2012 - 06:57 AM

I'll be freaking honest here.
This is true.

I've gone in game where 4 premade atlas drops in while most of my teammates are trial mech/heat shi*t mechs.
Match will be over within 5-10 minutes. On top of that you get a 4 atlas with ECM.... it'll be even faster.

Let's face it, this game isn't a "pay to win" game, but it is sure feels that way when a premade of players who bought atlas drop in. Join games without knowing what other plays are using is making it worse. Sometimes you get these ridiculous game where only thing in your team are mediums/light mechs up against 5 atlas.

Match making system is seriously needing of review.

But limiting weight/class and pre-made size is just going to create more problems where you end up in games where you have 4v8 or 6v8. we all have been in games where its 6v8 and your team gets CREAMED and you get stuck with a giant repair bill.

Edited by Rocket2Uranus, 07 December 2012 - 07:00 AM.


#22 Elder Thorn

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Posted 07 December 2012 - 07:04 AM

View PostNo Remorse, on 07 December 2012 - 02:46 AM, said:

"Dropship Inbound"

Commander : "OK boys, get on the scales..." "Good good, so I was talking to the other commander and we agreed upon 500 tonnes"

Recruit: "And you believed him, sir!"

Commander: "Of course son, this is war!"

Recruit: "but... aren't you supposed to try to win by outnumbering, outgunning and outmaneuvering, sir?"

Commander: "Don't be silly soldier, its not THAT kind of war"


actually it would be like "good good, i looked at their dropship and as it is allmost the same as our dropship chassis, we both will only be able to carry 500 tons in our dropships, we can win this if we are smart"


View PostRocket2Uranus, on 07 December 2012 - 06:57 AM, said:

Sometimes you get these ridiculous game where only thing in your team are mediums/light mechs up against 5 atlas.



this was the case before they implement weight class matching, which is here for quite some time now. I never experienced this since then

Edited by Elder Thorn, 07 December 2012 - 07:06 AM.


#23 Mr Mondragon

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Posted 07 December 2012 - 07:06 AM

View PostShredhead, on 07 December 2012 - 01:15 AM, said:

As much as I love to play competitive the current 8 man drops without class matching/restrictions ultimately comes down to who fields the most DDCs. I don't like Assaults and I am outright bad in Mechs on more than 100 kph, and I honestly feel like I am dragging down my team piloting a Phract or my beloved Hunchie.
Please, we need more variety again, implement a tonnage cap of 550 tons and make 8 man drops fun again.

Thanks



That is not true: yesterday my team decided to drop with lights mostly (6 lights) and managed to win 4 matches in 6.

DDC's are slow. If every match continues to be a big brawl on the center of the field, the hevier brawlers are going to win. Period.

New times call for new tactics.

#24 Rocket2Uranus

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Posted 07 December 2012 - 07:13 AM

View PostMr Mondragon, on 07 December 2012 - 07:06 AM, said:



That is not true: yesterday my team decided to drop with lights mostly (6 lights) and managed to win 4 matches in 6.

DDC's are slow. If every match continues to be a big brawl on the center of the field, the hevier brawlers are going to win. Period.

New times call for new tactics.

did they fix the hit box issues for light mechs yet?

#25 Thorn Hallis

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Posted 07 December 2012 - 07:19 AM

I'm pretty curious to see if PGI will implement some kind of Phase 2.1 before Phase 3.

#26 Rocket2Uranus

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Posted 07 December 2012 - 07:29 AM

match making restrictions will just cause more match making problems where you end up with 5v8 or 6v8.
they just need to connect players. and let players plan out their mechs together even in pugs.

#27 Jukebox1986

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Posted 07 December 2012 - 07:45 AM

No Drop limits via Tonnage, you´ll ban 8 atlas drops - which are pretty easy to defeat via cap-win - and you allow 8 raven teams?

Thats silly. If we have to restrict something, make it like:

2 lights
2 medium
2 heavy
2 assault

No restriction on weight, please. it wont work.

#28 AlanEsh

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Posted 07 December 2012 - 07:46 AM

This is 4xDC and 4xCommando -- no thanks.

View PostChaser187, on 07 December 2012 - 01:35 AM, said:

Its 500 tons for me.

2x lights = 50 tons
2x mediums = 100 tons
2x heavys = 150 tons
2x assaults = 200 tons


#29 Shredhead

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Posted 07 December 2012 - 07:49 AM

View PostMr Mondragon, on 07 December 2012 - 07:06 AM, said:



That is not true: yesterday my team decided to drop with lights mostly (6 lights) and managed to win 4 matches in 6.

DDC's are slow. If every match continues to be a big brawl on the center of the field, the hevier brawlers are going to win. Period.

New times call for new tactics.

Sorry but that's not the issue here. We've lost some, we've won some. I don't want to go for the cap, I want a fight. And I want diversity including mediums and heavy mechs.
What you did there was just another cheesy team setup using the current problems with lagshields and hitdetection to your advantage, or just go around capping. This is lame.

#30 Rumrunner2

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Posted 07 December 2012 - 08:06 AM

just different classes:

-up to 400t
-up to 500t
-up to 600t
-above 600t

Should be no problem for the matchmaker to get the tonnage of the team and to find a team with similar weight.

#31 Mr Mondragon

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Posted 07 December 2012 - 08:26 AM

View PostShredhead, on 07 December 2012 - 07:49 AM, said:

Sorry but that's not the issue here. We've lost some, we've won some. I don't want to go for the cap, I want a fight. And I want diversity including mediums and heavy mechs.
What you did there was just another cheesy team setup using the current problems with lagshields and hitdetection to your advantage, or just go around capping. This is lame.


You see, we didn't win by cap-rushes... we won through coordinated attacks.

The point is: you're dropping to face a team that can build itself any way they want... what do you bring to the table?

You're facing too many atlas (atlai or however you want it), how do you counter it?

I'm also looking forward for phase 3 of MM, but I hope they don't kill the need for us to do what we have been doing these past few days: talk and plan before we drop. Assess what every one is bringing, suggest changes to the builds, form small groups inside the big one and then try ourselves on the field.

I know that we have a lot of points on the game today that need (and will) be improved. But I really think that "you at PGI must change this asap because it is unacceptable" posts should be reserved for showstoppers (4fps and other stuff that keep people from playing) instead of spamming and swarming whenever they introduce something that force us to change our gamestyle!

Adapt, evolve and survive... Or not!

#32 armitage

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Posted 07 December 2012 - 08:42 AM

View PostRocket2Uranus, on 07 December 2012 - 06:57 AM, said:

Let's face it, this game isn't a "pay to win" game, but it is sure feels that way when a premade of players who bought atlas


Please explain to me how you distinguish Atlas pilots who bought their mech with MC rather than grinding cbills? With the obvious exception being the Founders Atlas, its impossible. A lot of people who bought MC still grind out their Atlas via Cbills.

Edited by armitage, 07 December 2012 - 08:43 AM.


#33 Slanski

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Posted 07 December 2012 - 09:18 AM

To the people saying: Be creative, employ skill, all roles of mechs are viable I say:

The current battlefield features two objectives connected by a narrow corridor which have to be assailed within 15 minutes. This by definition forces a commander free to pick his forces to deploy assault + scouts. It's an assault situation. No multiple objectives, no uncertainty, no supply lines, no logistics.

The current battlefield is an assault match. A no holds barred matchmaker yields the ideal military force to execute it. 5-7 Assault mechs plus scouts. Variation and opportunity cost of fielding mechs can only be implemented by different (larger) maps and playmodes or, a matchmaker with a drop limit that forces you off the maximum tonnage.

#34 Thanos

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Posted 07 December 2012 - 09:28 AM

View PostNo Remorse, on 07 December 2012 - 02:46 AM, said:

"Dropship Inbound"

Commander : "OK boys, get on the scales..." "Good good, so I was talking to the other commander and we agreed upon 500 tonnes"

Recruit: "And you believed him, sir!"

Commander: "Of course son, this is war!"

Recruit: "but... aren't you supposed to try to win by outnumbering, outgunning and outmaneuvering, sir?"

Commander: "Don't be silly soldier, its not THAT kind of war"


QFT...you guys are ridiculous. They busted their collective butts to get 8 mans back in the game in a playable state even after they told us that it would likely be about 3 months to implement correctly the way they wanted to because you were all pitching a fit. And now what are you doing? Pitching a fit?

Sorry the more I read this thread the more aggravated I got. This is Mechwarrior, man up!

#35 AlanEsh

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Posted 07 December 2012 - 09:32 AM

View PostThanos, on 07 December 2012 - 09:28 AM, said:

... This is Mechwarrior Online, man Atlas-up!

Fixed that for you :P

#36 xZaOx

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Posted 07 December 2012 - 10:21 AM

Yes please, or rename it Atlaswarrior Online :P

#37 Zyllos

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Posted 07 December 2012 - 11:06 AM

View PostSlanski, on 07 December 2012 - 09:18 AM, said:

To the people saying: Be creative, employ skill, all roles of mechs are viable I say:

The current battlefield features two objectives connected by a narrow corridor which have to be assailed within 15 minutes. This by definition forces a commander free to pick his forces to deploy assault + scouts. It's an assault situation. No multiple objectives, no uncertainty, no supply lines, no logistics.

The current battlefield is an assault match. A no holds barred matchmaker yields the ideal military force to execute it. 5-7 Assault mechs plus scouts. Variation and opportunity cost of fielding mechs can only be implemented by different (larger) maps and playmodes or, a matchmaker with a drop limit that forces you off the maximum tonnage.



This *might* be true.

The "Assault" mode, currently, does favor hard hitting mechs because of the small maps (no room to manuver away from a ball of Atlases) and one singular objective, which the Atlas excels at.

Once multiple objectives come into play, larger maps, the whole "all Atlas" team might not work anymore due to how slow they move.

Once Dec 18th roles around, we shall see.

#38 Valaska

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Posted 07 December 2012 - 11:18 AM

View Postzudukai, on 07 December 2012 - 02:34 AM, said:

tonnage or battle value? because a proper clan battle will have everyone smoked on equal footing, 5 on 8 may be better but still, BV matchmaking might be best, untill and maybe even after conquest is implemented.


Don't really need to worry about that at this point mate.

#39 Thorn Blackwell

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Posted 07 December 2012 - 11:22 AM

View PostEvilCow, on 07 December 2012 - 01:39 AM, said:

Drops should not be balanced by number of players (not skills).

In my opinion the system should balance only for total team tonnage, regardless mechs, skills and number of players in the group.

KISS works well in engineering, I imagine it would work in games too.

WOW! Somebody else sees how screwed up things have become. Any matching system in this game should be tonnage based ... and nothing else!!!

Out-skilled? Then practice more!
Not in a premade? It's your choice to be a loser if you never group, even team members can't always group up!

I see all the match-making BS as wasting PGIs time, instead of allowing them to focus on the numerous major problems with the game. This game isn't so fast-paced as to require an intensive match-making system like most twitch games. The learning curve is steep, but you can play in trial mechs until you are up to speed. That's enough, and the DEVs had all of those solutions already on the table long ago.

#40 Redshift2k5

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Posted 07 December 2012 - 11:27 AM

We don't need a weight limit for 8-man teams.

We need a weight balance for 8-man teams.

The difference being, you can take any combination you choose, and get matched agaist the closest-matching enemy team in the queue, instead of having a limit imposed on you. Want to drop in 8 assaults? fine, the other team will also be in 8 assaults.

The closer to get to the average tonnage, the wider variety of team compositions are possible.





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