

How long should prebattle be?
#41
Posted 15 May 2012 - 01:46 PM
#42
Posted 15 May 2012 - 01:52 PM
Mechwarriors have to be able to adjust to the situation immediately, or end up as slag.
#43
Posted 15 May 2012 - 01:53 PM
IF people want to work the lab in the minutes before battle, i say let them, but the clock is ticking. If you arent finished by the time the match starts, you either dont get in, or you go out as is. If that means you have no weapons or armor so be it. You should get that crap done before you choose to enter the fray.
#44
Posted 15 May 2012 - 01:54 PM
I would say 3-4 minutes would be perfect, thats just me though..
#45
Posted 15 May 2012 - 02:06 PM
Options to Add:
- 15 seconds
- 30 seconds
- 1 minute
- 2 to 3 minutes
- 4 to 5 minutes
- 6 to 9 minutes
- 10 to 15 minutes
- More
#46
Posted 15 May 2012 - 03:45 PM
#47
Posted 15 May 2012 - 03:55 PM
Pvt Dancer, on 15 May 2012 - 04:04 AM, said:
Actually Grok, the thing I fear is people using certain mechs for certain maps. "Oh, this is a city map? Here comes the Hunchback. Oh, it is a wide open map? Here comes the Catapult." Great, so you never see the Hunch on the open map and you never see a long range mech in a city fight.
Also, from what I know, there will only be 12 vs 12 matches, and the possibility of a 'hot drop' match mode, where each player has 4 mechs and you drop in a new one as the old one dies. How many vs how many, I do not remember.
No... the best thing really is you know what planet your on, but you don't know what kind of maps you will be fighting. Thus if you know your on a ice planet, you can run mechs that run hot... but you shouldn't know if it will be a city fight or open map. This will lead to more well rounded Mechs that can deal with different maps and still be useful.
How about there is a playlist for different types of planets. EX: Atmosphere less moons, Hot high gravity deserts, cold low gravity ice caps, ETC.
Either way, 2 and a half minutes of time would be enough.
#48
Posted 15 May 2012 - 04:04 PM
Aren't ya, vets?
#49
Posted 15 May 2012 - 04:10 PM
Pvt Dancer, on 15 May 2012 - 04:04 AM, said:
Actually Grok, the thing I fear is people using certain mechs for certain maps. "Oh, this is a city map? Here comes the Hunchback. Oh, it is a wide open map? Here comes the Catapult." Great, so you never see the Hunch on the open map and you never see a long range mech in a city fight.
Also, from what I know, there will only be 12 vs 12 matches, and the possibility of a 'hot drop' match mode, where each player has 4 mechs and you drop in a new one as the old one dies. How many vs how many, I do not remember.
No... the best thing really is you know what planet your on, but you don't know what kind of maps you will be fighting. Thus if you know your on a ice planet, you can run mechs that run hot... but you shouldn't know if it will be a city fight or open map. This will lead to more well rounded Mechs that can deal with different maps and still be useful.
I think the only way to keep something fair is to keep it random. Don't tell us anything. Just pick a mech you want to fight with and then get thrown on a random map.
Sometimes you will be at an advantage and sometimes you wont, you just have to react to what you get and I think that makes you a better overall pilot. You wont be using a lasered out mech on an ice planet the same as you would a really hot planet, and learning how to deal with both is good..
#50
Posted 15 May 2012 - 04:17 PM
#51
Posted 15 May 2012 - 04:51 PM
Slystone, on 15 May 2012 - 04:17 PM, said:
You'll probably be thrown into a match with a bunch of other mediums.
#52
Posted 15 May 2012 - 06:00 PM
#53
Posted 15 May 2012 - 06:13 PM
#54
Posted 15 May 2012 - 06:22 PM
Maybe I have the patience of a saint (hah!), or perhaps I'm just used to waits from ArmA II, but up to 20 minutes of pre-battle briefing, going over the map and the general plan, rally points, radio frequencies, LZs and other things like that doesn't bother me in the slightest.
I mean, come on. We're talking tactics here. Just dropping in and going at the enemy with no clear plan (and at least a back-up plan or two) is a recipe for disaster. Spending a few minutes actually making a plan and making sure everyone knows it (and have gotten any questions answered) is just good manners.
#55
Posted 15 May 2012 - 06:24 PM
#56
Posted 15 May 2012 - 06:57 PM
LordKnightFandragon, on 15 May 2012 - 06:24 PM, said:
We have no idea! But while we're here, how do you think it should be?
#57
Posted 15 May 2012 - 07:31 PM
Okay I can see there being like an open D rank defense Contract for Lone Wolves and stray Mercenary Company lances to defend a world, when the company doesn't have enough online forces to do it themselves.
And I can see those slots being filled up in the last 60 seconds.
But I'm still leaning towards 15 minutes for the people that would be all invested in the conflict.
15 minutes is way to long if you cant get ready in 5 minute wait for the next match and 5 minute is to long u should already have your mech set up with diffirent config and then chose one why make everyone wait because you are not ready
#58
Posted 15 May 2012 - 07:36 PM
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Posted Today, 10:22 PM
I'm amused by the short attention spans on display.
Maybe I have the patience of a saint (hah!), or perhaps I'm just used to waits from ArmA II, but up to 20 minutes of pre-battle briefing, going over the map and the general plan, rally points, radio frequencies, LZs and other things like that doesn't bother me in the slightest.
I mean, come on. We're talking tactics here. Just dropping in and going at the enemy with no clear plan (and at least a back-up plan or two) is a recipe for disaster. Spending a few minutes actually making a plan and making sure everyone knows it (and have gotten any questions answered) is just good manners.
do that in game enough said
#60
Posted 15 May 2012 - 08:39 PM
Deciding who stays near the base for defense, who takes the center road into the enemy base and just what supporting maneuver is lance number 3 going to do?
I'd certainly like to type out my Plan A before the start of a match.
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