End Of Round Screen Needs To Show Who Dropped Together
#121
Posted 07 February 2013 - 09:05 AM
#122
Posted 07 February 2013 - 09:14 AM
zraven7, on 07 February 2013 - 08:54 AM, said:
The entire enemy team is ALWAYS an 8 man or 2 4-man synched. Play like that. It's always an organized team, and they will MURDER you if you don't play your absolute best.
There.
Now, the people who step up to a challenge will, and the people who need an excuse for why they played poorly will have one.
Done.
but the teams say this NEVER happens. So let them be tagged to show the accuracy of this concept.
#123
Posted 07 February 2013 - 09:19 AM
RussianWolf, on 07 February 2013 - 09:14 AM, said:
The teams say what never happens? 8 man drops vs pugs? Synched 4 mans? Of course they do. Play like you're always against them. I'm tired of people complaining "OMG, the enemy team was actually a TEAM! That's not fair!"
Always play like they are a coordinated team.
#124
Posted 07 February 2013 - 09:22 AM
zraven7, on 07 February 2013 - 09:19 AM, said:
Always play like they are a coordinated team.
Yes!!!! Thank you for this wonderfully easy solution. Now if I can just get the 7 other new players on my team to come and read this everything will have worked out fine.
#125
Posted 07 February 2013 - 09:38 AM
Astroniomix, on 06 February 2013 - 10:37 PM, said:
P.S. I also never end up on the same team as another founder when pugging.
And I didn't remove my Founders tag via the "options" for the first time last night either. Or maybe I did...
#126
Posted 07 February 2013 - 09:42 AM
MaddMaxx, on 06 February 2013 - 09:45 AM, said:
You know even the slightest thing about Community Warfare except the name and a general basis around House vs House combat?
Do you also know the lottery numbers?
On topic: game won't die without it, but there's really no argument against implementing it that stands up.
#127
Posted 07 February 2013 - 01:12 PM
But it would tell you how things were grouped up and that would be very interesting to know.
Edited by NKAc Street, 07 February 2013 - 01:24 PM.
#128
Posted 07 February 2013 - 01:42 PM
The guys who group up don't want their free kills to know who is grouped up beforehand. Can't have their free kills dropping the match before they get their teeth smashed in can we?
#129
Posted 07 February 2013 - 01:52 PM
Pihb, on 07 February 2013 - 01:42 PM, said:
The guys who group up don't want their free kills to know who is grouped up beforehand. Can't have their free kills dropping the match before they get their teeth smashed in can we?
It can work both ways, at the end a group of pugs will know they stomped a premade when it happens. I know some people who wouldn't really want the pugs to know that.
#130
Posted 07 February 2013 - 02:00 PM
Hillslam, on 06 February 2013 - 07:32 AM, said:
The new stats are nice and all. And showing factions will be interesting once CW starts up but is not really all that useful or interesting now.
And I'm not suggesting adding it to the Pre-Round screen because I'm betting people would complain or worry about PUGs DC-ing more if they see they're going to get steam rolled.
But we see all this QQ-ing about Premades vs PUGs and imbalance and steamrolls, and we debate and argue about it ad nauseum on the forums here, and I'M SURE PGI has the data, so just show it at the End Of Round screen.
Then *we'll know* what happened in that round. There will be less finger pointing and bleating about this or that based on ASSumptions.
At least we can then argue about real situations since it will be visible right there on the End Of Round screen.
Don't even need to add a new column to the grid: PGI can color-code those who've dropped together.
Thoughts?
Completely agree with the OP
#131
Posted 07 February 2013 - 02:59 PM
However, I think the paranoia is insane. Potentially, doing this will give people who hate playing premades/ECM/thenextqq to whine about.
The reality is, ultimately good teamplay, configs, and a clue, would give you a shot of winning. It should not matter whether they have founders mechs, jjs, or are a bunch of lights. If the team knows what they have to do (by whatever legit means) to win, then these problems resolve themselves for the most part.
Otherwise, we can pretend that every opponent is some premade, with 4 Atlas D-DCs and 4 Raven-3Ls and you have zero control over your own skill or teamwork.
Eventually the matchmaking will "attempt" to resolve imbalanced matches. I bet there will be plenty of future qq because it doesn't work the way on the first go. Having the discussion that every premade is guaranteed a win is pretty dumb.
#132
Posted 07 February 2013 - 03:15 PM
NKAc Street, on 07 February 2013 - 01:52 PM, said:
It can work both ways, at the end a group of pugs will know they stomped a premade when it happens. I know some people who wouldn't really want the pugs to know that.
My point is what business does any 4 or 8 man have playing pugs? Why would any competitive person or team want to play a game they know is horrible skewed in their favor? On the 4 man issue, i understand there aren't many options out there, and odds are you are playing another 4 man. I hope MM phase 3 will help out a bit with that. You guys, who sync drop on pugs, you are the big problem. If you aren't able to hack it with the big boys, you go and stroke your bruised ego by beating up on pugs?
#133
Posted 07 February 2013 - 03:20 PM
Stop PUGin.
#135
Posted 07 February 2013 - 03:24 PM
#137
Posted 07 February 2013 - 03:51 PM
Phase 3 MM is scheduled to launch in less than 2 weeks and from what some Devs have posted, it seems like a pretty firm date. Every match you've been playing since Feb 5th has been providing data for PGI to seed the MM when it goes live.
If it works adequately (not perfectly, mind), teams on both sides should be relatively (not absolutely) balanced regardless of whatever combination of groups and solos you care to dream up.
I'd rather PGI devote its limited resources to doing something more productive than putting little markers beside the names of people playing in a group.
P.S. Some of you need to take a chill pill.
#138
Posted 07 February 2013 - 03:52 PM
Pihb, on 07 February 2013 - 03:30 PM, said:
For alot of people that will translate into "stop playing". You want alot of people to play the game. More people = more mechs, more maps, faster development and so on.
Care-face...
There is no shortage of people to play with.
#140
Posted 07 February 2013 - 05:16 PM
Serapth, on 06 February 2013 - 07:46 AM, said:
No, you are missing hands down the biggest advantage premades have, in a pre-ELO world. The can guarantee that up to 4 spots on a team arent filled with newbies in trial mechs, team killers or complete morons. This hands down is the biggest advantage a premade currently has in the game. Of course, instant comms for those on TS and coordinating mechs are two other big advantages that ELO wont solve.
In seeing how the screen looks, I cant fathom why PGI didn't implement an indicator of who premades are... the community has been screaming for it... kinda makes you think they dont want that information public.
I would even like to know who the pre-mades are on matches that I win. Who knows, perhaps most of the matches where I'm rolled were against PUGs and most that I won were premades teamed with me. It could help me sort things out a bit.
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