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Aile Striker
TRAILS AND TRIBULATIONS No Context
0
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Posted - 2015.08.27 23:57:00 -
[1] - Quote
Is there a reason that the public contracts are limited to 4 squad members while faction contracts allow for 8 squad members?
Only asking because I was in a squad of 8 players and when we decided to switch to public contracts from faction and we had to split the squad in half , which caused deployment queue issues between the squads. |
Mikel Arias
Challengers 506
186
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Posted - 2015.08.28 01:17:00 -
[2] - Quote
Are you new? (really, Im not being sarcastic)
Long ago, it used to be like it is now; 4 players were a squad. Then there was a time, not too far away, when the squads (every squad) was made of 6 players. But then people said that 6 players in a squad was one of the reasons why there were proto stomps, that 6 players squad were OP.
So, CCP eventually decided to have 4 players squad in pubs, while 4-8 players in a squad could only be used in FW. A 16 players squad can only be used in planetary conquest.
Actually, the name squad is not correct anymore.
4 players: fireteam (I think) 8 players: squad (I think) 16 players: platoon (I think)
The idea of this is to help players in big battles (PC or even FW), while avoiding many organized players in pubs, more or less, to avoid stomps. Dont really know if this has helped. |
Mejt0
Made in Poland... E-R-A
2
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Posted - 2015.08.28 01:41:00 -
[3] - Quote
It sure helped with matchmaking and quality of pubs.
Modern society is lacking in empathy
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Thor Odinson42
Ancient Exiles.
7
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Posted - 2015.08.28 01:52:00 -
[4] - Quote
I wish they'd let crappy players go in squads of 8 and pay them 100K per death to "try hard".
And make sniper rifles 5 mil each.
AND make ADS like 40K proto'd out.
It's time for some manipulation of the dial. There's no way people are having fun right now.
Seriously, port it.
Hurry
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Mikel Arias
Challengers 506
186
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Posted - 2015.08.28 02:21:00 -
[5] - Quote
Thor Odinson42 wrote:I wish they'd let crappy players go in squads of 8 and pay them 100K per death to "try hard".
And make sniper rifles 5 mil each.
AND make ADS like 40K proto'd out.
It's time for some manipulation of the dial. There's no way people are having fun right now.
Sadly, I agree with the last thing you said. Today has been so... bla... |
Aile Striker
TRAILS AND TRIBULATIONS No Context
0
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Posted - 2015.08.28 02:56:00 -
[6] - Quote
Thor Odinson42 wrote:I wish they'd let crappy players go in squads of 8 and pay them 100K per death to "try hard".
And make sniper rifles 5 mil each.
AND make ADS like 40K proto'd out.
It's time for some manipulation of the dial. There's no way people are having fun right now.
Here, Here
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CommanderBolt
Dead Man's Game
3
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Posted - 2015.08.28 05:46:00 -
[7] - Quote
Thor Odinson42 wrote:I wish they'd let crappy players go in squads of 8 and pay them 100K per death to "try hard".
And make sniper rifles 5 mil each.
AND make ADS like 40K proto'd out.
It's time for some manipulation of the dial. There's no way people are having fun right now.
Man plc, uplinks and remotes = fun! Scrubby fun but fun none the less.
That being said I think dropships need to be a little more common than they are right now.
How about LAV`s! They are paper, they need buffs.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.08.28 07:47:00 -
[8] - Quote
Mikel Arias wrote:Are you new? (really, Im not being sarcastic)
Long ago, it used to be like it is now; 4 players were a squad. Then there was a time, not too far away, when the squads (every squad) was made of 6 players. But then people said that 6 players in a squad was one of the reasons why there were proto stomps, that 6 players squad were OP.
So, CCP eventually decided to have 4 players squad in pubs, while 4-8 players in a squad could only be used in FW. A 16 players squad can only be used in planetary conquest.
Actually, the name squad is not correct anymore.
4 players: fireteam (I think) 8 players: squad (I think) 16 players: platoon (I think)
The idea of this is to help players in big battles (PC or even FW), while avoiding many organized players in pubs, more or less, to avoid stomps. Dont really know if this has helped.
Squad sizes were 4 back when dust looked like this Before open beta had ended it was improved to 6.
Over the last few months people complained about 6 man squads, and that it would fix both matchmaking, and pubstomps. Others wanted to que sync FW more.
So pubs got 4 man squads, FW got 8 man squads, and PC got 16. The result?
- Indivduals have been stomped out of FW.
- Pub matchmaking has seen zero improvement, if not regressed.
- Pub stomps are still rampant.
- No change in solo play.
What i find by listening to different squadmates from different channels and corps, was that nerfing squads in pubs has only been a source of frustration. ISK is always more important than LP. So you can gather freinds to grind for LP vs 16 players with unlimited PC revenue form the blue donut days, or you kick out friends to get ISK.
Every reason for nerfing squad size in pubs has not stood up to scrutiny. The reason for increasing squad size in FW was to help out stompers, so there, it has been mission acomplished.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Aile Striker
TRAILS AND TRIBULATIONS No Context
0
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Posted - 2015.08.29 02:49:00 -
[9] - Quote
been noticing that multiple squads for a group of friends are starting to que sync the public channels now |
One Eyed King
Nos Nothi
11
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Posted - 2015.08.29 02:58:00 -
[10] - Quote
Aile Striker wrote:been noticing that multiple squads for a group of friends are starting to que sync the public channels now Supposedly, its more likely they will be against each other than with each other.
Whether that is the case or not, I can't say.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Aile Striker
TRAILS AND TRIBULATIONS No Context
0
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Posted - 2015.08.29 04:00:00 -
[11] - Quote
One Eyed King wrote:Aile Striker wrote:been noticing that multiple squads for a group of friends are starting to que sync the public channels now Supposedly, its more likely they will be against each other than with each other. Whether that is the case or not, I can't say.
My most recent fight was against three groups of 4 that were working together in a domination that spawn trapped the opposing team at their MCC |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.29 06:37:00 -
[12] - Quote
Aile Striker wrote:Is there a reason that the public contracts are limited to 4 squad members while faction contracts allow for 8 squad members?
Only asking because I was in a squad of 8 players and when we decided to switch to public contracts from faction and we had to split the squad in half , which caused deployment queue issues between the squads.
This was done in an effort to do a few things at once.
Public matches were still experiencing a decent amount of orbital spam from 6 man squads after the costs were changed.
Public matches were having trouble with matchmaking due to unmatching numbers creating an odd situation for Scotty.
Public matches were being stomped by proto squads partly due to the above reasons.
FW was being run on Q syncs which were very difficult thanks to odd numbers.
FW was experiencing lower participation thanks to difficult Q syncs being the only way to compete.
Jump starting FW was incredibly difficult doe to the odd numbers. Now it starts itself fairly quickly.
So basically there was a lot of problems coming from the odd numbers created by 6 man squads in a match size of 16. Shifting everything gave some uniqueness across game modes as well as solving those problems.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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