Improve Team Communication
#81
Posted 14 February 2013 - 11:39 AM
http://mwomercs.com/...to-paul-inouye/
#82
#83
Posted 23 February 2013 - 09:57 PM
#85
Posted 23 February 2013 - 10:33 PM
However, I agree with everything else. We need more information and better communication in this game for it to gain effective communication. The newest map, Alpine, is a step in the right direction, forcing groups to communicate, or loose (for the most part). It's such a large map, people have to talk, or you all wander apart (or together), get out capped, and/or picked apart one by one.
We need more effective communication in this game. ECM needs better refinement. But I still have fun, even if some matches are frustrating to play, and then watch after being eaten by a pack.
#86
Posted 24 February 2013 - 08:12 AM
RedShift2K5 said:
I'm willing to bet the two 'other features' are the two anti ECM effects going into the game in the next patch
- PPCs disable ECM briefly
- Advanced Sensor Range increases the 'buffer zone'
There's your ECM "counter". Discuss.
#87
Posted 24 February 2013 - 10:54 AM
BirdToes, on 24 February 2013 - 08:12 AM, said:
Okay, I'll open the discussion by the following statement: These "counters" are ineffective and do not address the actual problems.
My impression of said problems, in the most general terms:
ECM is imbalanced because...
- It requires very little resources.
- Its use provides numerous powerful advantages.
- Its use has no disadvantages.
It is furthermore a bad gameplay mechanic because...
- It is a binary counter to an otherwise very powerful gameplay mechanic (LRMs and SSRMs) which should have been balanced in its own right.
- It requires practically no skill to use.
- It can only be used by selecting specific avatars, and thus strongly discourages using any others of comparable role, thus removing variation from the game. Again, this is also quite telling about how unbalanced it is: Because the mechanic is not balanced on its own, arbitrary restrictions are placed on who can use it. (If no such restrictions existed, literally everyone with the ability to customize their avatars would use the mechanic.)
- Some of its effects (disruption of team coordination) can be circumvented by using 3rd party software.
No amount of minor tweaking will fix ECM until these problems are acknowledged.
Edited by Koshirou, 24 February 2013 - 10:58 AM.
#88
Posted 24 February 2013 - 12:35 PM
#89
Posted 24 February 2013 - 02:39 PM
#90
Posted 24 February 2013 - 04:07 PM
#91
Posted 24 February 2013 - 04:30 PM
Revo13, on 15 January 2013 - 02:34 PM, said:
lrms are pretty easy to avoid, but brawl tards want to run out in splat kats a laugh as they boat away at 75m. If people were put in situations where they had to be verisable, then they would be so. Little maps and bad hard points are a main factor.
#92
Posted 24 February 2013 - 08:08 PM
Maybe if the matchmaker balanced for LRM tubes, ECM on assaults, and ECM on lights and/or Cicadas, ECM would not be such a game breaker.
Making lock-ons an active emission, so anyone on the receiving end of one can detect, target, and lock on to the source, even if it has ECM, will stop the abuse of combining ECM and missiles.
#93
Posted 24 February 2013 - 08:33 PM
RLBell, on 24 February 2013 - 08:08 PM, said:
This is true.
LRM and SSRM are the problem here.
Someone explained how SSRM worked in MW:Living Legends ... you had to keep the crosshair on the part of the target you want the SSRM to it. So it still took some skill to keep a full reticule lock on the target! This would work even in the presence of ECM. None of this fire-the-streak-missile-sideways nonsense, no fire and forget.
Make LRM and SSRM actually require some skill and I MIGHT be more agreeable to the presence of ECM.
ECM denies the team information as well. This is quite unfair in PUGs who have no means of communicating, other than typing.
Edited by Haitchpeasauce, 24 February 2013 - 08:44 PM.
#94
Posted 25 February 2013 - 12:07 AM
Tesunie, on 23 February 2013 - 10:33 PM, said:
However, I agree with everything else. We need more information and better communication in this game for it to gain effective communication. The newest map, Alpine, is a step in the right direction, forcing groups to communicate, or loose (for the most part). It's such a large map, people have to talk, or you all wander apart (or together), get out capped, and/or picked apart one by one.
We need more effective communication in this game. ECM needs better refinement. But I still have fun, even if some matches are frustrating to play, and then watch after being eaten by a pack.
I agree. The big thing with ECM is that it's just too strong,for how hard it is to counter. Especially given that the only counterplay for the ECM is PPCs which are hard to land on lights, tha TAG, which only works from outside the range of ECM, and ECM itself. When I can say most of the time, the team with more ECM wins by default, it's pretty stupid. But, as my preface stated, ECM offers a fun mechanic to the game that just needs refinement.
The problem with ECM largely comes down to one and only one thing. 2 weapons are completely negated for one team outright if the other has more ECM than them. LRMs and SSRMs are completely useless if you don't have an ECM advantage (or break even) and that really is a problem.
As for more effective communication, it would be nice if more people actually took up the "commander" roll while playing, but alas...either way, more commanders and command options would really help, including if it forced each pug match to have a commander (who opted in when they queue) to try to enforce coordination. As well as other things like a hotkey to say "Focus fire on X" and such. Perhaps even voice chat and so forth.
#95
Posted 25 February 2013 - 03:18 PM
White Bear 84, on 15 January 2013 - 03:11 PM, said:
Snap. Right on the spot.
All we need now is collisions back...
#96
Posted 25 February 2013 - 06:24 PM
#97
Posted 07 March 2013 - 12:43 PM
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