Author Topic: 40 kills vs 4 kills  (Read 6287 times)

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Offline Mekabuser=12thVR=

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Re: 40 kills vs 4 kills
« Reply #15 on: March 19, 2011, 08:05:00 AM »
I don't like giving teams cbills because it forces the game into heavies/assaults faster...
Actually, theres no faster. Usually in the situation i just described, there iS no getting into those classes of vehicles. You get into mediums at best. So, if the other team is raping your ass with heavies, or like i just experienced joining a game where two guys had assaults vs two guys in lights for 20 minutes, there is no joy, there is no getting to heavies quicker, there is just suck.
Imagine, trying to take on guys in assaults that have atm and are inside of base. Its just an utter waste of time.
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Offline AlfalphaCat

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Re: 40 kills vs 4 kills
« Reply #16 on: March 19, 2011, 09:18:38 AM »
I don't like giving teams cbills because it forces the game into heavies/assaults faster...
Actually, theres no faster. Usually in the situation i just described, there iS no getting into those classes of vehicles. You get into mediums at best. So, if the other team is raping your ass with heavies, or like i just experienced joining a game where two guys had assaults vs two guys in lights for 20 minutes, there is no joy, there is no getting to heavies quicker, there is just suck.
Imagine, trying to take on guys in assaults that have atm and are inside of base. Its just an utter waste of time.
ctd, and say cya later.

Yeah, but there is nothing more fun than working together with lights and mediums to take down assaults and heavies.  Helps to have TS running. 

The RDL thing is funny to me, it is good practice to play against an organized group, they aren't that good.  They just loves spamming LRMs and Arrows.  Cheese variants are the most fun to bring down.  Though they are just using pubbers for targets.  ::) ::)

I have way more fun when the unit folks split up a bit, we all have fun blasting each other to bits. ;D

I suck!! But WE are AWESOME.  We started a unit.  What's that?!  YOU WANNA TOUCH MY UNIT?!! :P ^^12thVR Recruitment Page(clickthepic) ;)

Offline Virt

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Re: 40 kills vs 4 kills
« Reply #17 on: March 19, 2011, 09:27:38 AM »
I have a different idea.    Let's go the Super Mario Kart route, and have this big black Thunderbolt missile which appears from nowhere and destroys the enemy when they're in front!   Not :D

But seriously, I'm not a fan of auto-switching.  You build up a bit of a team dynamic during a one hour game, with people playing leaders, spotters, NARCers and the like.  I wouldn't enjoy suddenly find myself (or them) on the other team.     And besides, some of the top players don't die after they get into heavies, so they'd never switch anyway.

Maybe CBill adjustment is a better mechanic to level things out a bit.
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Online ELH_Vivicector

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Re: 40 kills vs 4 kills
« Reply #18 on: March 19, 2011, 10:20:05 AM »
May be we can have just ranking score and CBills multipliers based on scores of players (or may be on total amount of money on bills + mechs' price). So, team which is in disadvantage is getting more money and score then the winning team.

This way we may force players to play for loosing team for their own advantage of fast ranking. And of course, loosing team will get a chance to win.

Other way is creating score and CBills multipliers based on your current mech class. Just like it was in MW4. This may force good players to use lights and mediums more as well as helping team without heavies.

May be devs should mix both variants.

Offline Spooky

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Re: 40 kills vs 4 kills
« Reply #19 on: March 19, 2011, 10:46:52 AM »
Good players from the overpowered team should simply have the decency to switch.


Oh and regarding RDL: once they joined a server where I was on, where the server did not enforce team count balance. They of course all joined the same team and for some reason other non-RDL players also joined the other team. It ended up being a 10 vs. 20 game. Dear Lord :P

Offline Arghy

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Re: 40 kills vs 4 kills
« Reply #20 on: March 19, 2011, 11:52:21 AM »
I'm totally for the losing team getting more money--theres nothing like joining a game to see 1 team controlling all the points in assaults while your team can barely afford mediums. If a team is being outclassed skill wise then giving the other team more money wont make that much of a difference but give the less skilled players a fighting chance instead of a hollander trying to go up against a goddamn mauler.

You could also implement a system where the lower your rank the less tickets your worth--killing a GC would be worth full/more tickets then killing a rank3 who continues to buy lights to try and combat other players in heavys.

Offline tedarin

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Re: 40 kills vs 4 kills
« Reply #21 on: March 19, 2011, 11:52:57 AM »
My suggestion is that when you're killed and you're in the top 5 of the winning team there should pop up a question "Would you like to join the other team and deliver glorious asswhooping against an overpowered team? Hell Yeah!/No I'm to scared!

And if you choose Hell Yeah! your K/D won't go down, this seems to scare some players off from switching.

OT: Hehe the Russian Douche Legion always want to feel all high and mighty... but only a few of them are good players, the rest always want to do arrowspam. I remember a great game we had against them, it was about 10 vets vs 12-13 of RDL guys, and damn they got roflstomped  ;D
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Offline Spooky

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Re: 40 kills vs 4 kills
« Reply #22 on: March 19, 2011, 11:58:08 AM »
You could also implement a system where the lower your rank the less tickets your worth--killing a GC would be worth full/more tickets then killing a rank3 who continues to buy lights to try and combat other players in heavys.

Hm, that could be a good idea.

Offline Steppin Razor

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Re: 40 kills vs 4 kills
« Reply #23 on: March 19, 2011, 01:11:27 PM »
What about a C-bill/rank bonus for switching to the losing team.  Arrange it so that the the larger the difference in score/tickets and the higher the rank of the player on the winning side the larger the pay out.  Conversely there could be a penalty given to people band wagon jumping.  Doesn't force anyone to do anything just encourages good sportsmanship in pub games.  Things mostly get out of hand in TC when one team does a much better job of capping and holding bases.  Fortunately these matches don't last long.

Offline Ralux

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Re: 40 kills vs 4 kills
« Reply #24 on: March 19, 2011, 02:46:02 PM »
I was in (this? /) such a game last night with me on the winning side. I had just fully discovered the madness of that madcat with the 5 medium lasers etc by watching vlaad the previous game - he went 30 - 1 there with that thing.
So I thought I'd give it a try. It just shreds through lights, mediums and tanks. Went something like 25 - 0 in the end (eventhough I was very close to death several times).

But the other team did not loose because of two good players on my team. No, they lost because they wanted to play TSA on a TC map (deathvally) - they kept running into our heavy mechs with their lights instead of capping bases. We were pretty much all around f7, so they could've gone for b5 and c2 and finally d4 with their fast lights - or they could've gone bombing us, we had no AA.

The reason I did not switch was pretty obvious:

Switching the team currently costs the mech, some cbills, some rank and a 'suicide death', resulting in -1 to kills and + 1 to deaths. After switching you usually cannot afford the same mech again - I give my extra cbills to team members I like.
And it will obviously make you loose the current game since its usually impossible to win with 300 vs 700 tickets and 20-30 mins left. I'll be honest here, I don't like loosing a game and I don't like dying.

It can be quite funny to switch IF other good players switch with you to a totally underpopulated team. But in most cases its simply not fun.

I'd like to see a cbill bonus for the loosing team and also no rank/cbill/kill/death penalty for switching to the loosing team.
The cbill bonus should be something like 4k credits after a death for every 50 tickets they are behind - pretty strong after all, if they are 400 tickets behind they'll get an extra 32k credits after a death. This should enable the loosing team to purchase equally armed mechs. However they'll still loose if they want to play TSA on a TC map.

I'd also like to see an autoteam balance feature making it impossible to join a team if it already has one more player than the other team.

Offline =CJW= Rad Hanzo

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Re: 40 kills vs 4 kills
« Reply #25 on: March 19, 2011, 02:46:47 PM »
Please Gentlemen.

Think about it another time: Pls no perks, cheats, autoaims, bill-boni....

This shall be a game about skill, not about equality.
Or are you all equal to me, and am I equal to you ?    Dont think so.
We all got our favourite Mechs, Tanks, whatever...so why should be a winning team the same as a losing team ?<---- Seems a logical flaw to me somehow.

The fact remains that the playerbase contains players that play only for the win, and mostly for their own win (yay, I got 29kills/0deaths.,...uhhhhh, looking at the points I need to grin mostly, cos I reach nearly there even if i just died the whole round ) and there are those that take some responsibilty into their hands and do the switcheroo, keep ppl from baseraping, trying to rot out legging, etc.....

With having this explained, there is only one thing left to do:

Which way will Y O U go ?
Troll                                           (we all know trolls)
or
Boon                                          (a boon is :military gift, blessing, favour,...)
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Offline Cloudburst

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Re: 40 kills vs 4 kills
« Reply #26 on: March 19, 2011, 04:10:02 PM »
<i just realized something>
When will full game/demo/beta be released?
         We're planning a beta release in the next *very* few weeks. At this time, we can't be more specific. Please stop asking.

No, I will not stop asking.

Offline ratbuddy

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Re: 40 kills vs 4 kills
« Reply #27 on: March 19, 2011, 04:50:38 PM »
It's a community problem more than anything. I happily switch from a winning team to losing because I like the challenge. Unfortunately there are people who do the opposite and don't see any problem with it.

Just a couple days ago, some guy named come and see was on the losing team. He was one of their only players being somewhat effective. The teams were numerically even, but his side was down something like 3000 to 1500 or similar. What does he do? Switch to the winning team and makes the imbalance even worse. That kind of douchery is what's making pub games unbalanced. I would have no problem with server admins banning people who pulled that kind of sleazeball move.

Offline Spooky

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Re: 40 kills vs 4 kills
« Reply #28 on: March 19, 2011, 04:52:39 PM »
But the other team did not loose because of two good players on my team. No, they lost because they wanted to play TSA on a TC map (deathvally) - they kept running into our heavy mechs with their lights instead of capping bases. We were pretty much all around f7, so they could've gone for b5 and c2 and finally d4 with their fast lights - or they could've gone bombing us, we had no AA.

If the enemy team runs mindlessly into your heavies, then it means they are not very skilled and experienced players, which probably meant your team had more skilled and experienced players than the other team. Which means the more skilled and experienced team could have tried to balance it by switching.



Switching the team currently costs the mech, some cbills, some rank and a 'suicide death', resulting in -1 to kills and + 1 to deaths. After switching you usually cannot afford the same mech again - I give my extra cbills to team members I like.

The loss in cbills (if there really is any?) is pretty insignificant and I usually can afford the mech I had before 1.5 times in such games, where I switch to try to make it more balanced, since there is no real need to give away the CBills to teammates anyway, because they all got enough. And why do you care about the -1 kill, +1 deaths? That should be no hindrance at all for you to switch.



And it will obviously make you loose the current game since its usually impossible to win with 300 vs 700 tickets and 20-30 mins left. I'll be honest here, I don't like loosing a game and I don't like dying.

That's a problem. Isn't it better to have an interesting, challenging game instead of just mindlessly shooting at the obviously underpowered team? Winning a game with 500 ticks to 0 (or whatever) is a completely dull win and doesn't matter to me at all, while close wins or even lost games, where we at least got some kills in the last 20 minutes are much more important.



I'd also like to see an autoteam balance feature making it impossible to join a team if it already has one more player than the other team.

That already exists. Some servers simply did not activate it. Also this feature often matters little for balance. It doesn't prevent a situation, were most good players are just on one team. It's everyone's personal responsibility, to notice when there is an imbalance and switch (if it is at all possible).



I hope I didn't sound too negative ;). I often see you in game and I know that you are not a person that never switches :). However, you are frequently the number 1 player on your team, often way ahead of the others. And you know what they say, with great power comes great responsbility... ;P

Offline =CJW=YalK

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Re: 40 kills vs 4 kills
« Reply #29 on: March 19, 2011, 05:33:35 PM »
as a suggestion i would either try out some auto progression system for all players (independent of skill), where the first 15 minutes is light, med, next 15 minutes med/heavy and last 15 minutes heavy/assault, or i would somehow lower the overall progression difficulty. that way the veteran players could still have their skill, but it would not lead to these extremely one sided matches so much.

I've suggested this before...won't happen...

But honestly guys, you want to avoid assaults till the end? You want to avoid heavies till mid way? Stop banking? Stop unbalanced games?.....welp, there is your answer skippy, like it or not

There are other answers yes but this is one will definitely work....

You wouldn't even need to get rid of Cbill's, hell, keep em....let people earn their heavy/assault whatever...cause at  least if there is a disparity it will eventually be an even playing field....

You wanna earn your favorite toy early? Before the rest of the curve and get an advantage? Go right ahead! You can only seem to get into mediums? No problem....


The game would play exactly the same as it does now...have the new (future) banking system, but as a secondary have auto ranks....

An even better idea would be to keep Cbill's and the current rank system but limit the assets by a timer unlock system as well....sure earn ridiculous cash you can only purhase up too a certain point....you got 150k at the 5 min mark? Well, you still can only get mediums....you joined late? Sorry you still gotta earn that heavy but good news! they are at least unlocked....it would at least give a team getting roflstomped time to catch up before heavies are available.....especially since its been determined most games spirel to shit at the very beginning...it would even work with the new banking system that has been foretold in the sacred texts....it just seems to me that the devs are trying to avoid at all costs having too powerful assets available too early, well what better way than to totally deny them.....

Alright, your turn to tell me what a horrible stupid idea this is....you'll never convince me it is

Btw, wrote this on the iPhone with the wife talking so cut me some slack....




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