Pages: 1 2 3 4 5 6 [7] 8 9 10 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
188
|
Posted - 2015.01.15 14:13:00 -
[181] - Quote
Vitantur Nothus wrote:In Response to Tesfa Alem
1. * Better matchmaking: Blaming squad size for dust's current troubles is ludicrous ... What is the evidence for this claim?
Squad size has everything to do with today's matchmaking failures. When Scotty fails to find competent opposition for a large squad of vets, we get a pubstomp. Today, pubstomps are as common as good fights. This is evidence of a problem.
They are more related to player skill / drunkenness / dog chewing on the controller / family agro than anything CCP has a metric for and BTW its not just today. The pubstomps have always been common in First Person Shooters, even COD/BF/Momhasagun games. Heck the first closed beta match I played I got stomped and then stomped by my team mates checking out "friendly fire killing".
Vitantur Nothus wrote: 2. How will smaller squads of my friends who average between 30 million SP prevent the types of new players who run Sniper starter fits in Ambush getting into our matches?
Is it not reasonable to assume that newbros are less to blame for a given pubstomp than the pubstompers doing the stomping? If Team Building is working properly, newbros will find themselves onto either side of a match and effectively cancel each other out.
Most of the people doing the pubstomping are either highly skilled or have good FPS skills or both. You complain about newbros not knowing how to play? Get em in squad, or better yet get in theirs and help them get better.
Vitantur Nothus wrote: 3. * Better fights: Outright bullshit. Never in my time playing dust have i said, 'you know, if i only had two less friends then this match would run better." In fact its the opposite, smaller squads mean more reliance on people you don't know and can't communicate with, the smaller squad i run with the worse the matches become.
Not at all BS. When Scotty succeeds in pairing equally competent forces against one another, we get a good fight. When he fails to do so, we get a stomp. There are a finite number of squads (and stompsquads) available to Scotty at the time of matchmaking. Increasing that number gives Scotty a larger pool to work with, which in turn increases the probability that he'll serve a good fight. Further, a decrease in squad size translates to a decrease in Max(Mu) potential, which again increases the probability of a good fight.
Another way of saying this seems to be Git Gud
Vitantur Nothus wrote: 4. Carrying 16 people with a 6 man squad > carrying 14 people with a 4 man squad
A single squad carrying its side to victory should be a difficult undertaking but is not cause for concern. A single squad all-but-guaranteeing its side a victory match-after-match represents a serious matchmaking problem. When Scotty does his job well, the odds of winning or losing a given match are near 50:50 and winning has more to do with "teamwork" than "squadwork".
Even scrubs who use teamwork can beat proto jockeys totally true and tested, proven.
Vitantur Nothus wrote: 5. How can you tell, player side, that stomps are directly related to squad size? But to any player who wasn't in our squad it looks the end screen makes it look like a bunch of random blueberries got together. And thats how it is for 99% of my matches,lots of of buddies run in all differnt corps and channels, and there is no way for anybody to tell exactly how many people were in one squad without cheking the team selection during the match. If you can't reliable know who was in a squad or not at the end of the match, how can you tie squad size in of itself to a stomp?
It isn't difficult to make a mental note of the players who've stomped a match. Further, the odds of encountering the same players again and again over the course of a couple hours are pretty high. Even a dimwitted guy like me can spot a pattern if it's put-in-face a sufficient number of times.
Thats right, match finished at a time, everyone hit the quick deploy button again and everyone surprisingly got matched up for the same exact teams again only on a different map/same map. There is "no possible coincidence" here
How long til this hits PC?
|
Indy Strizer
Osmon Surveillance Caldari State
294
|
Posted - 2015.01.15 14:23:00 -
[182] - Quote
While I agree that going with 4 man squads can help reduce the pub stomping, I also think that those players who do have enough people to group up to 6 should have some way to play together. Telling players that they should play faction warfare will split up multi-racial corporations. Telling those people to play in PC means they have to risk tons of ISK and commit to a game mode at a certain time they may not want to. I think there should at least be an option for them to play together without hassles, complications, or commitments.
I would suggest adjusting squad sizes for each of the upcoming meta battle tiers. The whole point of those is to prevent stomping while also funneling the big boys into playing with each other. Doing this would only further reinforce the intended effect and might hopefully prevent bigger groups of players steamrolling new solo players in the STD meta lock out battles.
So basically... 4 for STD, 6 for ADV, 8 for PRO... and if militia servers become a thing, we have 2 man squads. |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
188
|
Posted - 2015.01.15 14:32:00 -
[183] - Quote
Indy Strizer wrote:While I agree that going with 4 man squads can help reduce the pub stomping, I also think that those players who do have enough people to group up to 6 should have some way to play together. Telling players that they should play faction warfare will split up multi-racial corporations. Telling those people to play in PC means they have to risk tons of ISK and commit to a game mode at a certain time they may not want to. I think there should at least be an option for them to play together without hassles, complications, or commitments.
I would suggest adjusting squad sizes for each of the upcoming meta battle tiers. The whole point of those is to prevent stomping while also funneling the big boys into playing with each other. Doing this would only further reinforce the intended effect and might hopefully prevent big groups of players steamrolling new solo players.
So basically... 4 for STD, 6 for ADV, 8 for PRO... and if militia servers become a thing, we have 2 man squads. Smaller squads means directly less teamwork opportunity. In fact 4 man squads (closed beta days) meant every match was a pub stomp one way or another. Reducing the size of squads will make the problem worse not better. If scotty threw you into a random squad however (if running solo) and filled partially filled squads, then things may sort themselves out to less pub stomping ofc this means that people need to learn how to operate as a team rather than as individuals, often on the fly. Seems like everyone is expecting a lot when it is a pub match.
How long til this hits PC?
|
Indy Strizer
Osmon Surveillance Caldari State
294
|
Posted - 2015.01.15 15:02:00 -
[184] - Quote
DJINN Jecture wrote:Indy Strizer wrote:While I agree that going with 4 man squads can help reduce the pub stomping, I also think that those players who do have enough people to group up to 6 should have some way to play together. Telling players that they should play faction warfare will split up multi-racial corporations. Telling those people to play in PC means they have to risk tons of ISK and commit to a game mode at a certain time they may not want to. I think there should at least be an option for them to play together without hassles, complications, or commitments.
I would suggest adjusting squad sizes for each of the upcoming meta battle tiers. The whole point of those is to prevent stomping while also funneling the big boys into playing with each other. Doing this would only further reinforce the intended effect and might hopefully prevent big groups of players steamrolling new solo players.
So basically... 4 for STD, 6 for ADV, 8 for PRO... and if militia servers become a thing, we have 2 man squads. Smaller squads means directly less teamwork opportunity. In fact 4 man squads (closed beta days) meant every match was a pub stomp one way or another. Reducing the size of squads will make the problem worse not better. If scotty threw you into a random squad however (if running solo) and filled partially filled squads, then things may sort themselves out to less pub stomping ofc this means that people need to learn how to operate as a team rather than as individuals, often on the fly. Seems like everyone is expecting a lot when it is a pub match.
Less opportunity for team work? Uhh, that's sorta the point, not everybody can find a team, let alone one that can be relied upon to gang up on those who don't.
From what I remember, stomping became much easier once we had 6 man squads and don't you think there were other factors in why there were stomps in closed beta like the huge difference between militia and prototype gear? Or maybe the match making and lack of Mu? Mu, from what I understand, tries to make the teams as even as possible, but part of the problem is that even if you pit 6 man squads against 6 players of equal skill, the squad wins because they're in a blob, they have passive scans, they have a designated logi repping their heavy, they have nanite injectors to preserve their protogear from becoming an expense, they communicate and flank, they can request nanohives... it goes on and on.
Sure, it's teamwork, but it's too much to expect from pub matches just like you said so assigning people into random squads isn't preferabble in my mind. |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
188
|
Posted - 2015.01.15 15:15:00 -
[185] - Quote
Indy Strizer wrote:DJINN Jecture wrote:Indy Strizer wrote:While I agree that going with 4 man squads can help reduce the pub stomping, I also think that those players who do have enough people to group up to 6 should have some way to play together. Telling players that they should play faction warfare will split up multi-racial corporations. Telling those people to play in PC means they have to risk tons of ISK and commit to a game mode at a certain time they may not want to. I think there should at least be an option for them to play together without hassles, complications, or commitments.
I would suggest adjusting squad sizes for each of the upcoming meta battle tiers. The whole point of those is to prevent stomping while also funneling the big boys into playing with each other. Doing this would only further reinforce the intended effect and might hopefully prevent big groups of players steamrolling new solo players.
So basically... 4 for STD, 6 for ADV, 8 for PRO... and if militia servers become a thing, we have 2 man squads. Smaller squads means directly less teamwork opportunity. In fact 4 man squads (closed beta days) meant every match was a pub stomp one way or another. Reducing the size of squads will make the problem worse not better. If scotty threw you into a random squad however (if running solo) and filled partially filled squads, then things may sort themselves out to less pub stomping ofc this means that people need to learn how to operate as a team rather than as individuals, often on the fly. Seems like everyone is expecting a lot when it is a pub match. Less opportunity for team work? Uhh, that's sorta the point, not everybody can find a team, let alone one that can be relied upon to gang up on those who don't. From what I remember, stomping became much easier once we had 6 man squads and don't you think there were other factors in why there were stomps in closed beta like the huge difference between militia and prototype gear? Or maybe the match making and lack of Mu? Mu, from what I understand, tries to make the teams as even as possible, but part of the problem is that even if you pit 6 man squads against 6 players of equal skill, the squad wins because they're in a blob, they have passive scans, they have a designated logi repping their heavy, they have nanite injectors to preserve their proliferate, they communicate and flank, they can request nanohives... it goes on and on. Sure, it's teamwork, but it's too much to expect from pub matches just like you said so assigning people into random squads isn't preferabble in my mind. Ok so what you want is less teamwork? More Pubstomps, so long as its not you getting stomped. The thing is though, this is a team game not meant to showcase one player for turning the tide of battle, but rather working together wins. For that we have Wolfenstein 3d, a perfectly horid game that you likely can't find anymore unless you have a super special squirrel stash, or COD where it is a team game but even one rifle master on hardcore can kill the entire enemy team if they are good enough.
Pubstomps honestly have inspired more people to join corps than any other feature in this game. TLDR join a squad or corp and stop being part of the group being stomped and learn to stomp.
My stomp suit usually has a lv1 CR, lv1 sever logi suit, proto rep tool and an adv injector. Cost is less than my PC suit and it works just as good to logi bro and kill all at the same time. Average WP earned in the suit is around 1200-1500 wp. The reason it is a stomp suit is the fact that it allows the heavys to maintain their positions and stay up fighting, and helps the team.
Git gud. Git on a Squad. Support the team to stop the stomping.
How long til this hits PC?
|
Indy Strizer
Osmon Surveillance Caldari State
295
|
Posted - 2015.01.15 16:04:00 -
[186] - Quote
DJINN Jecture wrote:Ok so what you want is less teamwork? More Pubstomps, so long as its not you getting stomped.
No, I want team work, but I don't think there should be disproportionate amounts of skill between teams. I think my idea doesn't kill teamwork because even if you have teams with no squads, there would be teamwork, but not high level team play like the squads who stomp in pubs. In fact, I actually want to preserve it and make it more accessible and effective in the PRO tier of meta lock out battles.
DJINN Jecture wrote:The thing is though, this is a team game not meant to showcase one player for turning the tide of battle, but rather working together wins. For that we have Wolfenstein 3d, a perfectly horid game that you likely can't find anymore unless you have a super special squirrel stash, or COD where it is a team game but even one rifle master on hardcore can kill the entire enemy team if they are good enough.
Hmmm... Mmmhmm... Mmmmhmmm...
DJINN Jecture wrote:My stomp suit usually has a lv1 CR, lv1 sever logi suit, proto rep tool and an adv injector. Cost is less than my PC suit and it works just as good to logi bro and kill all at the same time. Average WP earned in the suit is around 1200-1500 wp. The reason it is a stomp suit is the fact that it allows the heavys to maintain their positions and stay up fighting, and helps the team.
I think you're honestly just proving my point. You don't need a protogear to stomp, just a squad of players who are disproportionately skilled in comparison to a squad of randoms could ever hope to be, it equates to stacking yourself against them really. There is FPS skill, sure, but there's also skill in supporting the team. Mu seems to have trouble adjusting for this so we end up with a few players trying to carry entire teams of blue berries against skilled squads.
DJINN Jecture wrote:Pubstomps honestly have inspired more people to join corps than any other feature in this game. TLDR join a squad or corp and stop being part of the group being stomped and learn to stomp.
If people are to be believed, they've also discouraged more players from playing altogether.
In the current climate players are just clinging together to not get stomped themselves, those aren't real corporations.
I remember back in the old days corporation recruitment was driven by the hype of PC and new content, the intercorp rivalries, by wanting to make an impact on New Eden, wanting to find your own niche within a corporation, and hearing all those stories of the exploits in corp battles or people legitimately trying to teach the game to others.
DJINN Jecture wrote:Git gud. Git on a Squad. Support the team to stop the stomping.
Don't tell this to me, tell this to the people who don't have squads of good players to learn from...
Just remember that we don't have proxy chat, voice chat is turned off by default when they first play, they don't visit the forums, there is no in game tutorial, they're half-commited to this because it's a free game they're just trying out, not to mention players don't just magically get better by joining a squad... |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
189
|
Posted - 2015.01.15 17:52:00 -
[187] - Quote
Indy Strizer wrote:...lots was said...
Just remember that we don't have proxy chat, voice chat is turned off by default when they first play, they don't visit the forums, there is no in game tutorial, they're half-commited to this because it's a free game they're just trying out, not to mention players don't just magically get better by joining a squad... My point isn't that there is a skill point gap in the squads or players team to team, its more about how they come together, play to their team mates. Assist and complement, not what gear they are using and has little to do with the fact that there are 6 man squads, which on a 6-6-4 team (2 six man squads, 4 randoms) the 4 solo players having the ability to fit in where they find their niche on the battle field supporting the 2 squads or just run and gunning. It has nothing at all to do with the fact that the squad size is what it is, the squads allow for greater co-operation among friends and corp mates. It helps more than it hinders. Larger squad sizes would allow half the team to be on a squad, allowing more co-operation not less, reducing the stomping. Ofc this really relies on people squading up to their full potential.
I can see your point about proxy chat but that's a cop out. Inviting people to your squad is a start, teaching them a better way is the next step.
How long til this hits PC?
|
Aidualc
LATINOS KILLERS CORP Dark Taboo
37
|
Posted - 2015.01.15 18:23:00 -
[188] - Quote
Buwaro Draemon wrote:SirManBoy wrote:voidfaction wrote:LAVALLOIS Nash wrote:SirManBoy wrote:
If groups of +4 only have PC and FW to play in, then we have essentially confined larger groups to skirmish type matches, exclusively. BLEH!!!
This produces a horrible dilemma for some players--you can either party with a large group of your buddies but play only one match type all of the time, or you can play your favorite non-skirm match type (dom in my case) but do so with just three other mercs. In my opinion, it's a less than ideal solution
I dont get your logic. So lets nevermind the new players who dont have core skills or protofits or map knowledge. Lets continue to put them against 6 man stomp squads from your corp because "These are friends partying". So if you arent stomping new players, you arent able to have fun? CCP wants to increase salvage payout...based on one of your ideas. Theres a thread in this section. You think that you could focus on the issue? If the problem with 6 people is needing to make ISK to be friends, then why not focus on FW payouts and leave the new and casual players alone in the one mode they have? Why not push for Dom and Ambush to be added to FW? Why not try to make things better, instead of maintaining a status quo thats hobbled the game? Frankly I find your view on squads beyond selfish. There are many ways people can "hang out" in this game. There are chat channels and voice chats and such. I dont understand the whole mentality of "The only way i can hang out with my dear, lifelong friends is by stomping new players in pubs". The ideas in this thread would let pubs become more relaxed, raise the stakes on FW, and allow a better team deploy in PC, and you're hung up on the fact that people with no competitive drive want to "party" by stomping new players out of the academy. SirManBoy is a vet and does not care about new or casual players. He cares about his corp and his friends. CCP needs to think of new money and player retention and not CPMs like SirManBoy proto stomping corps Buddy, I care about this game as much as anyone and I recognize the problems that it faces. However, we need careful solutions that do more than just shift heartaches from one portion of the community to another. I'm certain that such a solution can be found here, but at this juncture I'm simply expressing some of the problems I see with an overly simplistic change that bars squads of a certain size from competing in pubs. I realize that it's a popular idea supported by many people in this thread, but it comes with sacrifices that deserve consideration. I don't think I'm being unfair by saying so. The only thing you loose are 2 men in your squad. Big whoop. I'll end my comparison to Starhawk here. Did you thought people that played Starhawk that got constantly stomped by the one sided clan battles didn't complained? Of course they did. On the facebook page and on the forums. We gave ideas such as limitting how many clan members can be in a normal pub match and all that. But of course the same clans that you would see stomping all day used the same excuse that the pubstomping corps use in Dust 514 "Why should I be limitted to play with my friends? It's not fair!" I have seen people like you before thanks to Starhawk. And people like you drove it to the ground because they wanter EZ mode. Don't believe me? Fo buy the multiplayer version only for the game. It costs $20. And see dor yourself how empty it is. Is this what you want for Dust? Simply because in pubs you have to loose 2 men? What about the whole game? People keep living this game. It only has like what 1k-3k players at peek hours? Also on FW you can sell your salvage and still make a pretty penny. Not my fault that you decided to run proto in a gamemode that doesn't pay ISK directly. 4 man squads for pubs 6-8 man squads for FW Hell with it, even team deploy for FW. EDIT: excuse my grammar. I am on mobile and it is a pain in the ass to type and trying to correct what I typed because it keeps taking me back to the top of the page for some reason...
Yeap, I just to play Starhawk and that was a problem, in one match only remain 2 people and me.... vs 10 dudes hungers for tears "stompers".... and that was my last day in Starhawk... and begin play Dust 514... now If I find in a match a Molon, or Nyan or whatever proto stomper... I do my best with a ADV, Basic or APEX suit, but don`t use a proto gear ( I only use in some FW and PC), because Dust is a Mercenary-Economy game... if I lose more isk that I could win... is a bad bussines.
Nyan got Billions of isk, before CCP fix the Clone-ISK generation with the Districts... that's one of the reason of all of the members run Proto in publics, doesn-¦t care the "ilimitated" isk they got....
|
Regis Blackbird
DUST University Ivy League
556
|
Posted - 2015.01.15 18:27:00 -
[189] - Quote
SirManBoy wrote:Regis Blackbird wrote:What about the following?
For FW queue: - Standard squad (4) works as today (matched against other squads and solo players) and starts a 16 vs 16 game. - Preference will always be given to match Battleforce against Battleforce, but if no match is made 2 Platoons is selected. - Platoons might get matched against Battleforces (as above) or 2 other Platoons.
You guys have me close to sold on 4-man squads in pubs provided that we find a solution that allows larger groups to enjoy the same match variety as everyone else, but if we're going down the road of making pubs more friendly to solo players, new players, etc., then I see no reason to go out of the way to protect people in FW.
My initial draft was actually to match everything with everything in FW, as I also believe it should be more "gloves off".
The reason I changed it was my concept of not compensating for partially filled Platoons and Battleforces as described in the pub matches. If mixed with solo/squads, this would lead to imbalanced matches and to give rise to a new form of griefing, when players deliberately rig matches by deploying in a "solo" Platoon ruining everybody else's experience.
Of course, the simplest solution to this would be to leave the system as it is today, I.e any empty spaces in the total team (from partially filled Platoons/Battleforces/Squads) gets automatically filled with the best match available. However, this would also mean Platoons and Battleforces mechanics would work differently in Pubs and FW, but that might not be that big problem... I am good either way.
But I do think the proposed pub mechanics of not mixing solo / 4-squads with Platoons and Battleforces is the best way to go. |
Adipem Nothi
Nos Nothi
5937
|
Posted - 2015.01.15 18:47:00 -
[190] - Quote
The more pegs Scotty has to work with, the better the quality of pub fights will be. Decreasing squad size increases the pool of pegs. Partitioning the peg pool would accomplish the opposite.
Shoot scout with yes.
- Ripley Riley
|
|
voidfaction
Nos Nothi
1006
|
Posted - 2015.01.15 18:55:00 -
[191] - Quote
SirManBoy wrote:Regis Blackbird wrote:What about the following?
For FW queue: - Standard squad (4) works as today (matched against other squads and solo players) and starts a 16 vs 16 game. - Preference will always be given to match Battleforce against Battleforce, but if no match is made 2 Platoons is selected. - Platoons might get matched against Battleforces (as above) or 2 other Platoons.
You guys have me close to sold on 4-man squads in pubs provided that we find a solution that allows larger groups to enjoy the same match variety as everyone else, but if we're going down the road of making pubs more friendly to solo players, new players, etc., then I see no reason to go out of the way to protect people in FW. Where there are balance mechanics meant to protect players there is no true meta. I'm okay with protectionist matchmaking principles in pubs because they are meant to be a more casual experience, but if we ever hope to give meaning to FW then we really need the gloves to come off so that it's a harsher experience. There should be a potential cost to being anti-social in FW and a potential benefit for those who form ties and make allies. There is no net gain in the meta of FW if the advantage of being on an organized team is always cancelled out against another perfectly matched opponent. If we ever find a way to make the faction experience similar to the corp/alliance experience, then people could more easily find each other and interact with their factional allies thereby naturally promoting organized team play over soloing. In my opinion, FW needs to be something totally unique and entirely meta-driven, but pub-style matchmaking balance jeopardizes that vision. By the way, if you disagree with that sentiment, be kind enough to express your dissent without resorting to insults, innuendos, or other remarks that serve only to attack me for who I am or what corp I belong to. There's really no need for that kind of discourse. Thanks. Now you just described how I see things. FW should be the closest thing to PC. If I as a solo player joins FW match I expect it to be super hard mode. To my surprise back a few months ago I started playing FW only to find less Proto stomps but I was playing Gal so for what I hear that alone makes it easy mode. I quit playing FW because I quickly realised I needed pubs to pay for equipment. I thought no wonder wait times are long it is not rewarding enough to keep people playing it. I think FW should be the high risk high reward game mode. It should be where everyone wants to be. I see it as the end game while PC is ultimate end game for the Hardcore player. The last part with FW needing to be meta-driven, but pub-style matchmaking balance jeopardizes that. Can you explain that a little for me. You say meta-driven you get my interests. The same as I think it is you that wants "you keep what you kill".
I know I can be one of those replies rude. That is how I am I am not good at expressing myself or sugar coating. Most everything I say comes out as a rant or put down even when I don't really mean them to be. I am the type if a girl ask if she looks fat in a pair of paints I tell her no you are just fat. I expect and welcome the same in return. Brutal honesty. Call me illiterate I dont care because I know your right, lol
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
|
Aidualc
LATINOS KILLERS CORP Dark Taboo
39
|
Posted - 2015.01.15 19:03:00 -
[192] - Quote
Public Squad 4 members... and Meta-Lock... will save Dust.
Null sec-battles... with more that 600,000 Isk reward for people who wanna play with proto... is an option too.
+1
Public matchs 4 squad max and meta-lock = newberrys Academy and corporation recluitment.
"null sec match" (same as publics, but more isk reward), FW - PC 6, 8 or 12 squad members... for all vets-lone wolfs who have proto or ADV gear. (no meta lock)
And we will have many choice to play... :D
|
xAckie
Ghost. Mob
475
|
Posted - 2015.01.15 21:33:00 -
[193] - Quote
Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses.
Meta lock (if I understand it right) is a poor substitute for tiercide. |
Alena Ventrallis
Intara Direct Action Caldari State
2490
|
Posted - 2015.01.15 21:58:00 -
[194] - Quote
Give me team deploy for FW/PC, and I'll gladly take a smaller pub squad size. Don't limit the already paltry teamwork system more than it already is.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
voidfaction
Nos Nothi
1008
|
Posted - 2015.01.15 22:14:00 -
[195] - Quote
xAckie wrote:Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses. Meta lock (if I understand it right) is a poor substitute for tiercide. Its a way to balance vs noobs. sure a vet with high SP has the advantage but they wont have the added advantage of a running full proto. so many say proto dont mean anything then why do so many squad up and run full proto now in pubs? If proto means nothing why are they not all running militia fits now and saving isk? easy answer because running proto is a big advantage and even bigger when those running proto have 4 other roles they can swap to when needed. Do what I did the other day. I bought 50 proto scout fits and run them until they were gone then run 50 adv fits run them until they were gone now back to my std fits. Big difference in KdR and all around big difference in effectiveness. I have 2 proto scouts Cal and Gal (shield tank or armor tank / armor dmg or shield dmg) no points in any other suit. 15 million in dropsuit upgrades (everything maxed except repair tool, nanohives, uplinks, armor repair, shield recharge, shield regulators, and the 3 biotic upgrades. Maxed out weapons except opt > assault rifle, rail rifle, sniper rifle, bolt pistol, and ion pistol. all that in a proto suit is way more to put against noobs. meta lock will nerf me closer to the noob lvl but still give me a good advantage to balance out vs other like me or better than me. Its normal for me in std gear. with meta locks I will know I can make a difference in low meta pubs. I also know if i play FW I should be ready to either get stopmed in std gear or pull out my adv or proto gear i have been saving up for running pubs. I guess I just don't have the mindset to be a griefer or bully. I don't want to squash the new guy. I want a fair game.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
|
xAckie
Ghost. Mob
475
|
Posted - 2015.01.15 23:22:00 -
[196] - Quote
voidfaction wrote:xAckie wrote:Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses. Meta lock (if I understand it right) is a poor substitute for tiercide. Its a way to balance vs noobs. sure a vet with high SP has the advantage but they wont have the added advantage of a running full proto. so many say proto dont mean anything then why do so many squad up and run full proto now in pubs? If proto means nothing why are they not all running milit Stuff,,,,,..,,, or proto gear i have been saving up for running pubs. I guess I just don't have the mindset to be a griefer or bully. I don't want to squash the new guy. I want a fair game.
I don't disagree with your view. But I still don't see how meta lock stops the division of a small player bse further and creates an artificial barrier when one isn't needed if tiercide is introduced. I am not entirely sure why this isn't being proposed rather than meta lock. |
voidfaction
Nos Nothi
1009
|
Posted - 2015.01.15 23:51:00 -
[197] - Quote
xAckie wrote:voidfaction wrote:xAckie wrote:Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses. Meta lock (if I understand it right) is a poor substitute for tiercide. Its a way to balance vs noobs. sure a vet with high SP has the advantage but they wont have the added advantage of a running full proto. so many say proto dont mean anything then why do so many squad up and run full proto now in pubs? If proto means nothing why are they not all running milit Stuff,,,,,..,,, or proto gear i have been saving up for running pubs. I guess I just don't have the mindset to be a griefer or bully. I don't want to squash the new guy. I want a fair game. I don't disagree with your view. But I still don't see how meta lock stops the division of a small player bse further and creates an artificial barrier when one isn't needed if tiercide is introduced. I am not entirely sure why this isn't being proposed rather than meta lock. I don't understand tiercide and how it would balance pub matches. small player base is the biggest problem. first we need a player base to do lots of things but cant keep people if they are stomped into quiting. its a catch 22 damned if if do damned if we dont. A tuff call for whoever makes the decisions at this point with such a low player base.
If you can't kill them scan them.
Meta 13
Proto Stomp G-I Scout
|
Imp Smash
Molon Labe. General Tso's Alliance
516
|
Posted - 2015.01.15 23:52:00 -
[198] - Quote
Vitantur Nothus wrote:Imp Smash wrote:Soraya Xel wrote:I think he stickied the one that was much closer to what had been proposed and discussed internally. That's why. The one that (at the time of stickying) lacks a reason? OP posted a good point before yet forgot to put it into this thread's original post. Or the one which has a title that the Devs are hoping the community will get behind? <.< It's lazy and when discussing such an important issue laziness will not do. Apologies for coming across as "lazy", Imp Smash; this certainly my intent. The OP of this thread lists some of the positive effects of reducing squad size. Explanation as to "why" can be found throughout the body of this thread, your thread, and a handful of other threads wherein the conversation has come up and reasons "why not" have proven elusive and/or underdeveloped. The original purpose of this thread was to pose to the community "why not?" in an attempt to better understand resistance to a change which would very likely benefit gameplay. The "why not" has been fleshed out a 'bit more, and it seems a compromise may be reached. I (for one) am thrilled at the prospect of seeing a decrease in pubstomps, but I'm equally excited at the thought of participating in a 8+ man squads for "gloves-off" FW battles.
You have, in other threads, made good points with solid explanation and argument. Why you would leave them out of the OP here is beyond me. That is my only comment on that.
As far as "why / why not" is concerned, I disagree with your assertion that "why not" has been underdeveloped. There are plenty of good reasons for "why" as well as "why not."
You know my stance -- just dropping squad size to 4 alone would be detrimental. Raising it in FW/PC to compensate (or better yet, dynamic squad sizing [possibly a mysnomer]) would make it acceptable.
Speaking purely in the realm of public contracts -- Ambush going down to 4 could do nothing but help. Dropping squad size in Dom/Skirm would, I think, be problematic. |
Adipem Nothi
Nos Nothi
5944
|
Posted - 2015.01.16 04:11:00 -
[199] - Quote
Imp Smash wrote: Dropping squad size in Dom/Skirm would, I think, be problematic.
I recall running a skirmish match with a small squad of PHI as a newbro recruit back in Chromosome.
At start of match, Squad Lead ordered that we switch to Team Chat. Turned out that matchmaking had put us on the same side as an RND squad. I was new at the time and hadn't met many mercs, but by then I'd gathered that RND was home to many strong players. I felt like a fly on the wall as my squadmates began swapping pleasantries with these powerful strangers; it was like they were all old friends. How do these guys know my guys so well? What the hell is "megatron"? Are they hinting at a potential merger? It was fascinating. All of it.
In any event, Squad Lead asked one of the RND guys if he wanted to "FC" . I didn't know what that meant, but everyone else apparently did; coms cleared the second he started giving orders.
Shoot scout with yes.
- Ripley Riley
|
Kain Spero
Internal Error.
4231
|
Posted - 2015.01.16 09:35:00 -
[200] - Quote
SirManBoy wrote:Regis Blackbird wrote:What about the following?
For FW queue: - Standard squad (4) works as today (matched against other squads and solo players) and starts a 16 vs 16 game. - Preference will always be given to match Battleforce against Battleforce, but if no match is made 2 Platoons is selected. - Platoons might get matched against Battleforces (as above) or 2 other Platoons.
You guys have me close to sold on 4-man squads in pubs provided that we find a solution that allows larger groups to enjoy the same match variety as everyone else, but if we're going down the road of making pubs more friendly to solo players, new players, etc., then I see no reason to go out of the way to protect people in FW. Where there are balance mechanics meant to protect players there is no true meta. I'm okay with protectionist matchmaking principles in pubs because they are meant to be a more casual experience, but if we ever hope to give meaning to FW then we really need the gloves to come off so that it's a harsher experience. There should be a potential cost to being anti-social in FW and a potential benefit for those who form ties and make allies. There is no net gain in the meta of FW if the advantage of being on an organized team is always cancelled out against another perfectly matched opponent. If we ever find a way to make the faction experience similar to the corp/alliance experience, then people could more easily find each other and interact with their factional allies thereby naturally promoting organized team play over soloing. In my opinion, FW needs to be something totally unique and entirely meta-driven, but pub-style matchmaking balance jeopardizes that vision. By the way, if you disagree with that sentiment, be kind enough to express your dissent without resorting to insults, innuendos, or other remarks that serve only to attack me for who I am or what corp I belong to. There's really no need for that kind of discourse. Thanks.
Couldn't agree more that FW should be much more hands off matchmaking and geared towards larger squad and team play, while pubs can be somewhat protected.
If it is going to take time to implement game mode variety for large groups though I don't that should be a reason to not go ahead and implement 4-man squads in pubs and 8 to 16 man squads in FW and PC while that is worked on. Especially if we have corp battles on the roadmap for March.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
|
Tesfa Alem
Death by Disassociation
711
|
Posted - 2015.01.16 10:37:00 -
[201] - Quote
1. Squad size has everything to do with today's matchmaking failures. When Scotty fails to find competent opposition for a large squad of vets, we get a pubstomp. Today, pubstomps are as common as good fights. This is evidence of a problem.
Pubstomps is not about squad size its about SP disparity. Squadsize changes does nothing to adress this, annd make the game less fun. You are also assuming anybody who hasn't played dust for more than a few weeks hasn't firgurd out how to get in a squad, and over looking the benefits of looking after new players in a mixed squad of vets and noobs.
2. How will smaller squads of my friends who average between 30 million SP prevent the types of new playrers who run Sniper starter fits in Ambush getting into our matches?
Is it not reasonable to assume that newbros are less to blame for a given pubstomp than the pubstompers doing the stomping? If Team Building is working properly, newbros will find themselves onto either side of a match and effectively cancel each other out.
You are avoiding the question, how will my squad of four (or soon to be two squads of 8 ques sync) be pitted aginst other vet instead of noobs. ''but there is only 4 of you in one squad now'' means nothing, i can run solo now and still be surrounded by NPC corps, i can 4 man squad and still have a bunch of blueberries running around. Its just and off the wall claim, that has no foundation in reality.
3. Not at all BS. When Scotty succeeds in pairing equally competent forces against one another, we get a good fight. When he fails to do so, we get a stomp. There are a finite number of squads (and stompsquads) available to Scotty at the time of matchmaking. Increasing that number gives Scotty a larger pool to work with, which in turn increases the probability that he'll serve a good fight. Further, a decrease in squad size translates to a decrease in Max(Mu) potential, which again increases the probability of a good fight.
So, pairng groups of 4 noobs against groups of 4 vets will solve 6 noobs against 6 vets this...how? Besides, good fights are about how much of the entire team is willing to fight for the win.
4.
A single squad carrying its side to victory should be a difficult undertaking but is not cause for concern. A single squad all-but-guaranteeing its side a victory match-after-match represents a serious matchmaking problem. When Scotty does his job well, the odds of winning or losing a given match are near 50:50 and winning has more to do with "teamwork" than "squadwork".
Its a matchmaking problem not a ''you have more friends than me'' problem.
5. It isn't difficult to make a mental note of the players who've stomped a match. Further, the odds of encountering the same players again and again over the course of a couple hours are pretty high. Even a dimwitted guy like me can spot a pattern if it's put-in-face a sufficient number of times.
You can make a pattern out of anything, you still have no proof to back it up. You need to show: How do you determine who is squaded with who? How many of each name you see again is in the same squad? How many players per squad? What is the SP level of each player? Otherwise, you are litterally just pulling this entire concept out of thin air.
Redline for Thee, but no Redline for Me.
|
Breakin Stuff
Internal Error. Negative-Feedback
6474
|
Posted - 2015.01.16 10:38:00 -
[202] - Quote
4 man squads would also justify dropping high end OB WP requirements.
The original 2500 WP drop was actually balanced around the 4 man squads In closed beta where a highly efficient squad could drop three but a decent squad might pull one or two.
The advent of 6 man squads saw the "steel rain" weather patterns that brought about the nerf to begin with.
There are a lot of reasons for baseline 4 man squads.
At the most basic level in military forces, four man "fire teams" led by corporals are the baseline unit. The 8-16 man unit is more appropriately called a squad, whereas a 32-36 man unit would be a platoon.
I know, don't bring real life into my game, but this doctrinal pattern , with minor variation, hasn't changed a whole lot over the last hundred years because it works.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
|
Tesfa Alem
Death by Disassociation
711
|
Posted - 2015.01.16 10:56:00 -
[203] - Quote
Breakin Stuff wrote:4 man squads would also justify dropping high end OB WP requirements.
The original 2500 WP drop was actually balanced around the 4 man squads In closed beta where a highly efficient squad could drop three but a decent squad might pull one or two.
The advent of 6 man squads saw the "steel rain" weather patterns that brought about the nerf to begin with.
There are a lot of reasons for baseline 4 man squads.
At the most basic level in military forces, four man "fire teams" led by corporals are the baseline unit. The 8-16 man unit is more appropriately called a squad, whereas a 32-36 man unit would be a platoon.
I know, don't bring real life into my game, but this doctrinal pattern , with minor variation, hasn't changed a whole lot over the last hundred years because it works.
You see we can talk doctrine till the cows come home. And what do i have against running matches with three other guys if nobody else is on. Squad size is not the be all, end all for matchmaking or having a good fight.
Yet for, over the last several years dust has socially grabbed people with groups of large squads. 6 people chewing the fat, talking about what ever crosses thier mind, working to together, trolling each other, as well as bringing lots of different things to the table. Social aspect of dust is the glue that holds it together.
All this proposal is saying in my eyes is "Look, i dont like runing with other people, and though i choose not to squad up I find it rough going against people that do. I don't want to use the tools at my disposal to find a squad, i dont want to go through creating a squad, let me make up some stuff about "balance" and see if i can cut other players down to my level"
No i don't think i should sacrifice my positive social experience to accomodate another person's playstyle, and outright refusal to make the most of whats available to them.
Redline for Thee, but no Redline for Me.
|
Ryanjr TUG
11
|
Posted - 2015.01.16 11:47:00 -
[204] - Quote
voidfaction wrote:Kain Spero wrote:voidfaction wrote:Vitantur Nothus wrote:@ Voidfaction
There's no reason to put words in Atiim's mouth. Doing so is neither fair nor is it constructive. We'd do well to hear him out so we can better understand his concerns and counterpoints. I agree with almost everything that those that want the 6 or even 8 man squads in pubs are saying. I just don't agree with it in only 1 pub area. There needs to be someplace for noobs and casual players to play and not be stomped by the corps and proto players. I know I suck because my age and slower reaction time add on to that physical reasons from injury. So I play only in pubs while only in std gear MOST of the time. I don' t play to prove I am better than anyone I play to have fun. That is why I have spent all the money I have spent on this game is for enjoyment not to prove I am better than anyone. He defends proto stomping I defend the little man that just wants to have fun in a fair game. We are both right and both wrong. Only difference is I voice to add 2nd pub he wants to keep proto stomping the regular pubs. Big difference. My way gives both what they want his way only gives his way. The only downside to separate pub queues for solo players and squads is that right now we don't have a lot of players to work with. Only 40 to 100 matches can be supported by the number of players we have online at any given time. This also goes for meta lockout as well. The smaller and smaller you make individual pools the less efficient a matchmaking system ends up being. If steps can be taken that will improve player retention and increase the population of the game over time a lot of possibilities start to open up though. Player retention is not going to go up if noobs are slaughtered over and over in pubs by proto players I know [some] Vets and proto stompers make fun and laugh about getting players to quit. They do not care about player retention. If those are the types of people CCP is going to listen to then I am in the wrong game. When is the best time to worry about player retention? After everyone quits or before? Do we keep the players we have until the proto stompers drive more noob and casual players to quit? Or Do something now to try and keep new players and casual players? I need to know the answer to that.
Hello,
--- I think that's were we should have skill levels like BF4 (Battle Field ). We need a more advanced matching server. Dust has the player base, or a training server like with via corp, new , players, ETC... We need the PVE that would save this game. see more players like PVE. Here look at Destiny it's the fast growing PVE game out there, because of it's PVE. If Dust/ C.C.P would have done PVE before or even now it would have been a big "hit". I know it would there are what 3-4 games that are like destiny for PS3 ? Dust 514 would be come a new game for sure. I was in close beta, and I stopped playing. I did not like the way Dust was going with the game. I came back to it, and notice a lot of the stuff was never added/tacked out of Dust 514. I wish C.C.P would watch what I post. Can I get a like ?
"minmatar BPO stomping fag" the armrr 2014
room: Knight Killers Pub
Like my post for no reason:)
|
Vitantur Nothus
Nos Nothi
1765
|
Posted - 2015.01.16 15:03:00 -
[205] - Quote
In Response to Tesfa Alem, Part II
(Point #1, continued)
Tesfa: Pubstomps is not about squad size its about SP disparity. Squadsize changes does nothing to adress this, annd make the game less fun.
Vitantur: Pubstomps are about SP disparity and squad size. A squad of six veterans unopposed by other veterans will always stomp a match; a lone veteran will not. Squad size, maximum SP disparity, and stomp probability share a direct relationship. As squad count grows, maximum SP disparity grows; the same pattern is observed when squad count declines. As for making the game less fun ... if one's idea of "fun" is to stomp match after match unopposed, then yes, fun would be in shorter supply; if a good fight against like opposition sounds like "fun" then fun would be in greater supply.
Tesfa: You are also assuming anybody who hasn't played dust for more than a few weeks hasn't firgurd out how to get in a squad, and over looking the benefits of looking after new players in a mixed squad of vets and noobs.
Vitantur: I have made no assumptions or claims whatsoever on training squads or groups of newbros. My focus remains on the veteran stompsquads who are at the heart of matchmaking failure. Reducing squad size does not eliminate the stompsquad; rather, it expands upon their population. The greater the population of stompsquads, the higher Scotty's odds of pairing them against one another for good, balanced fights.
(Point #2, continued)
Tesfa: You are avoiding the question, how will my squad of four (or soon to be two squads of 8 ques sync) be pitted aginst other vet instead of noobs. ''but there is only 4 of you in one squad now'' means nothing, i can run solo now and still be surrounded by NPC corps, i can 4 man squad and still have a bunch of blueberries running around. Its just and off the wall claim, that has no foundation in reality.
Vitantur: Given a sufficient population of pegs, Scotty and Team Building do a fairly good job of splitting the pegs into even piles. When it can work, Mu seems to be working. This is why we get better fights during peak hours.
(Point #3, continued)
Tesfa: So, pairng groups of 4 noobs against groups of 4 vets will solve 6 noobs against 6 vets this...how? Besides, good fights are about how much of the entire team is willing to fight for the win.
Vitantur: We know that Mu isn't based solely upon squad count, and we know that Team Building attempts to counterbalance against a high-Mu squad of veterans. The odds of successfully counterbalancing against 4 veterans are higher than the odds of successfully counterbalancing against 6. Effort does make for better fights, but so do balanced sides.
(Point #4, continued)
Tesfa: Its a matchmaking problem not a ''you have more friends than me'' problem.
Vitantur: Indeed, we have a matchmaking problem.
(Point #5, continued)
Tesfa: You can make a pattern out of anything, you still have no proof to back it up. You need to show: How do you determine who is squaded with who? How many of each name you see again is in the same squad? How many players per squad? What is the SP level of each player? Otherwise, you are litterally just pulling this entire concept out of thin air.
Vitantur: Why prove what is logged? Here is a better question. Is it easy or difficult to reliably predict the outcome of a match before it begins?
In Response to Tesfa Alem, Part I |
Dreis Shadowweaver
T.H.I.R.D R.O.C.K General Tso's Alliance
1712
|
Posted - 2015.01.16 16:54:00 -
[206] - Quote
I like the sound of 4-man squads; it should make matches more balanced.
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
R3KT.
|
Aidualc
LATINOS KILLERS CORP Dark Taboo
40
|
Posted - 2015.01.16 17:17:00 -
[207] - Quote
xAckie wrote:Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses. Meta lock (if I understand it right) is a poor substitute for tiercide.
It-¦s not Tiericide...
voidfaction wrote: I guess I just don't have the mindset to be a griefer or bully. I don't want to squash the new guy. I want a fair game.
FAIR GAME.
Many Dust-Players think running proto in public match is a "right" because they played since closed or open beta... and got more that 50M SP...
As voidfaction said...
If you run a "basic" fit and basic weapon, you will have more bonuses that a noob player, and STILL ADVANTAGE...
But if you play with a Proto weapon and kill with 2-3 shots a militia player... you are not a "PRO", only a overpowered player vs. a casual - noob player.
The Meta-Lock is an option for CCP.
Even in games like COD, Destiny, Battlefield... you still have a little "advantage" if you max the skills, anyone can beat you. |
LAVALLOIS Nash
447
|
Posted - 2015.01.16 18:24:00 -
[208] - Quote
SirManBoy wrote:
There should be a potential cost to being anti-social in FW and a potential benefit for those who form ties and make allies. There is no net gain in the meta of FW if the advantage of being on an organized team is always cancelled out against another perfectly matched opponent. If we ever find a way to make the faction experience similar to the corp/alliance experience, then people could more easily find each other and interact with their factional allies thereby naturally promoting organized team play over soloing. In my opinion, FW needs to be something totally unique and entirely meta-driven, but pub-style matchmaking balance jeopardizes that vision.
By the way, if you disagree with that sentiment, be kind enough to express your dissent without resorting to insults, innuendos, or other remarks that serve only to attack me for who I am or what corp I belong to. There's really no need for that kind of discourse. Thanks.
i dont disagree with the principle of it, but ill disagree with the effectiveness of its application. Lets just say, for the sake of simplicity, that in order to protect FW and make it more intense, people who join it solo are "auto squadded" into any available 8 or 16 man deployment teams. To make for a more coherent, concentrated force youd expect from an empire.
Yes, everyone will be in a squad, and will be building WP for orbitals, and might benefit from some passive/vehicle scans. But beyond that, the person auto squadded has to want to participate in order for the plan to work.
Someone like me, theres all kinds of compatibility issues. I like radio silence because it lets me hear things like footsteps or hidden equipment. I prefer to operate behind enemy lines, so the less people are with me, the better chance I have of evading detection. Im a force splitter; I make enemy squads choose "Do we stay here and keep fighting for A, or we divert some manpower for that solo guy keeps hacking the outlying objectives"?
Also, I have a big problem with being told what to do. i think that influences my squad decision the most. When I think something has to be done, im not down to request permission or get a reprimand. Im down to go do it now.
So I mean, in the end, no matter what changes are made, its not going to be enough to make me abandon the way I play. This is what I know how to do, its what im good at. In FW I got my Chiron BPO. I dont care about KDR. When im in a Gal FW, and I see on the overhead that a group on my team is fighting to hold down an objective (i combine the overhead readings with what Im see on the obituaries), I show up with my logi and give them some relief. By the time that group has almost won their fight for the objective, im already on the way to C, because i saw an enemy hack notification and noticed the CRU near C is now offline.
Also, for the record, just because of the way i play does not mean im "anti social". if while were waiting on the warbarge people want to talk on their comms about what they plan to do, ill listen. I used to join the Lucent Echelon channel all the time. Its just in game, I need to play my way, and I need my map noise as a critical input. That gunfire in the distance might be background noise to some, but thats critical info for me.
TL;DR: Im not against auto squadding for FW. Ill still play FW with auto squadding. Ill still be doing my own thing with radio silence. |
xAckie
Ghost. Mob
475
|
Posted - 2015.01.16 19:18:00 -
[209] - Quote
Aidualc wrote:xAckie wrote:Aidualc wrote:Public Squad 4 members... and Meta-Lock... will save Dust.
I don't see how meta lock will work. It will divide the player base up further. and people will go to their starter fits and wreck with all their sp bonuses. Meta lock (if I understand it right) is a poor substitute for tiercide. It-¦s not Tiericide....
I know.
We are moving away from OP. sorry OP
CCP has mooted metalock as a possibility to help balance pub games. Tiercide would improve the power creep situation and not stop those players not interested in FW or PC from using their gear as well as further cannibalise a small playerbase into more sub-sections. |
xAckie
Ghost. Mob
475
|
Posted - 2015.01.16 19:22:00 -
[210] - Quote
Aidualc wrote:voidfaction wrote: I guess I just don't have the mindset to be a griefer or bully. I don't want to squash the new guy. I want a fair game.
FAIR GAME. Many Dust-Players think running proto in public match is a "right" because they played since closed or open beta... and got more that 50M SP... As voidfaction said... If you run a "basic" fit and basic weapon, you will have more bonuses that a noob player, and STILL ADVANTAGE... But if you play with a Proto weapon and kill with 2-3 shots a militia player... you are not a "PRO", only a overpowered player vs. a casual - noob player..
With this view you are removing the point of an RPG: investing time into creating/ building a character - this is supposed to be a key difference to other FPS'
What is the point of unlocking stuff in this game if not to use it. |
|
|
|
|
Pages: 1 2 3 4 5 6 [7] 8 9 10 :: one page |
First page | Previous page | Next page | Last page |