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[Idea] Balacing Pugs


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#1 DFA Ozymandias

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Posted 08 December 2012 - 12:03 AM

Right now I'm becoming more and more frustrated with MWO. Why? Because probably 8 times out of 10 I'm on a team that doesn't understand team combat/tactics and probably is ignoring team communication texts.

My thinking is there needs to be something in place to help balance the PUGs a bit. Perhaps developing a matrix that uses "lifetime" XP (obviously excluding the XP that has been used), KD ratio, tonnage, damage capability of the mech or a combination of the 4 as to what player to put on what team when the PUG is put together.

While long time player doesn't necessarily mean someone skilled, at least it does mean someone that has learned a thing or to. And right now KD ratio doesn't necessarily mean crap either as when I first started playing I was averaging 2 kills per match for a little over a month but now I'm finding myself with a KD less than 1 because find myself on teams that ...
  • 6 of 8 Chase after a single light mech and let the heavies **** from behind
  • see we are going into a pack of any number (smaller or larger) and instead of engaging turn tail and leave me to die or take too much damage to survive the next engagement
  • run in 1 at a time into a killing field leaving me(and sometimes 1 or 2 others) to get overwhelmed once the enemy has the advantage.
Of course... building in team communications would certainly help as well because text can (and do) get missed quite frequenty. Hell, I've been playing team games since QWTF (Yeah, I know, I'm old... but that also means experience :ph34r: ) and I still miss some text comms. That might at least help keep the teams a little more together as we already know that some players are using team comms with their premade teams outside of the game...


Just pointing out what is probably already obvious. I've been a LOOOONG time Mech Warrior fan but I'm getting frustrated to the point of giving up because it seems to average that I get 1 match that's a great fight and really comes down to the wire, 1 match that we walk all over the enemy and then 8 like I mentioned above. Certainly doesn't make it fun.

Edited by DFA Ozymandias, 08 December 2012 - 12:25 AM.


#2 DFA Ozymandias

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Posted 08 December 2012 - 12:12 AM

As an after thought...

Tthe ECMs seem to have actually made it worse. You can duck from or focus on LRMs but when you're already on an inexperienced team against a premade or even a team that has more skilled players than yours, you get more overwhelmed. Now I'm finding I take more team damage than before due to lack of friend or foe data and honestly, I'm doing more team damage than before because of it as well.

I understand the intent/spirit of the ECM but I don't believe it's working out the way it was intended.

#3 Voidsinger

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Posted 08 December 2012 - 01:12 AM

The next problem is the return of 4 man demiteams with the 8 vs 8 open class failure. This means Pugs are now facing ECM-laden fully decked out death squads again, this time under the cover of ECM.

They can't really be scouted (unless you can type fast), and they probably just issue a "follow us" command to any Pugs if they don't want to just use them as grindbait.

Somebody else's suggestion of limiting premade teams to 2 members in Pug matches is sounding better and better.

#4 DFA Ozymandias

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Posted 08 December 2012 - 09:23 AM

I'm starting to think that premades shouldn't be allowed in PUGs at all. If you want to make a team with your friends/clan then you should be against other premades.





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