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Everything posted by LittleWillie
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Yes we have heard. In MM when a game ends all the players are returned to the lobby. That game is over and no longer exists. When 20 players are ready for the next new game to start, they will be put into a random map. It is a simple chain of events. Game ends, map closes, new game starts on new random map. Yes if there is an open slot in an ongoing game that still has nearly 10 minutes remaining. The MM system does not re-populate games that have little time remaining. Since there will be 30% as many games open at any given time as compared to now there will not be as many open slots to fill in recently started games. If readers here wish to argue the MM system will be flawed I agree. But I am not suggesting MM will be perfect. I am suggesting it will be a marked improvement over what we have now. ----- I just logged into the game. Here's the RGB games I was offered. See how many Highways games? This is what I see every single damn day. MM will end this tedium of sameness ... at least it will do that much.
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Agreed (above and below) The chance for all 7 ODs to be equally useful is pretty much zero. So get ready to see only 3 maybe 4 hulls in battle afterwards. Let's hope TO just lets the idea quietly die. A-doy! How's I miss that? Thx.
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What is "the stream"? This forum thread?
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Posted 03 May 2018 - 19:30 I.Follow, on 03 May 2018 - 12:31, said: LOL Forget which sockpuppet account you'd logged in on?
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I see what you meant now. I avoid (e.g.) Highways not because I cannot function with Viking / Smoky. Actually that combo is good for getting to the other side and killing the snipers. It was better before they reduced sniper pert of the map but it is still a sniper-killer. The point is every single game will feature a buttload of shafts on both teams. That means I must dodge enemy fire to get to the bottom alive. And thanks to the buttload of sniers on my side, I don't get much help. Half my team plans to send the entire game rooted to one spot. So I spawn try to get to the bottom. Seven enemy snipers all looking for something to shoot see me and try to kill me. Why not? Most of my team isn't risking the gauntlet. This formula gets tedious when it is what you see 95% of the time you try that map. So every game plays out like this. It's generally not fun. Under MM shaft players will not be able to seek out this map for every game they play. So one game might have many snipers but the next will not. Not everyone will have a shaft in the garage. There will be different game-pay experiences on these maps. They needn't be avoided any more by single-combo players. ==== Yes I agree the income boots to chains over the past year means new accounts most likely can afford to develop more than the single hull / single turret strategy I used. OTOH only one combo can be played at a time. The longer you play one combo the more you learn how to wring performance from it. So there are pros and cons to both strategies.
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Thank you for this excellent question. I play in these low-player hours so I expect MM to benefit me for these reasons. 1) Today's situation: I go to the CTF section. I find 5 games going. One is 10v10 but there is no room for me. The others are 4v5, 3v4, 2v3 and 2v5 with the small team losing each time. Under MM there would be two 10v10 games and one 9v9. 2) Today those 5 games would probably have at least three on some combo of the maps Brest, Highways, and Silence. These game mass have been open the entire 24 period. I see this every single day. Shaft and Magnum users seek out these maps. As one shaft player ends play for the day another begins and joins a Highways game. One map stays open all day. At the end of the day these games are the ones left to play. Under MM in low player times yes I might be put into games with the same players in game after game ... but they will all be on different maps. Bottom line: It is better to be able to join a new team on random maps starting at 0-0 than it is to join a tiny battle on losing teams on maps where your role will be target for a shaft.
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??? I agree with you that MM will increase the utility of having multiple hulls or turret. I disagree only with the sentiment multiple hulls and turrets will become obligatory. Spreading out investments in multiple hulls and especially turrets means less MU development for each item. Therefor the choice will be "more items+lower MU" vs "fewer items at higher MU". Some will prefer A others will prefer B. Adding a 2nd or 3rd hull is generally less an issue than adding a 2nd turret. Case in point: I have an account that grew up to Colonel or so as Titan / Smoky. Since LittleWillie himself in a full-time Smoky jockey I figured I'd buy this accunt a Shaft. That caused me to pump Cry into a 2nd turret. It also made me realize I needed different types of module for the two different turrets. With Smoky mounted the account fights in the trenches. The modules tend to Rico, Twins, Fire and similar turrets. But with Shaft mounted my main worries are other shafts, rails, vulcans, strikers and such. So soon I found I the need to buy more modules. That spread out my money even more. As of today this account is my 2nd highest in exp earned but it has the least-MUed module library of all my accounts. It was the last account to get an m2 module up to 10/10. Adding that 2nd turret meant adding a new fighting style and that in turn required additional module types. In contrast my Isida account is my 3rd most experiences (essentially these accounts are tied in exp.) The Isida account added a 2nd hull. But it is full-time Isida so the new hull did not require new modules. The Shaft account has 6 different 3x modules. The Isida only 5. Both have protection against all 13 turrets. But the shaft is only now with this May sale getting up to 10/10 on 4 of those 6 modules. The Isida account had every item, turret, 2 hulls, 5 modules all at 10/10 before the May sales even hit. Lot of text to illustrate the point that adding variety in the garage means you will be spreading a bit thinner. Returning to the top this will be good for some players. Other players will like a smaller but more developed garage. Both aproaches are viable. It is a good game that provides more than one viable approach.
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IMO Isidas want speed. Much like an ambulance you need to get where you are needed ASAP. Since Viking is the 3rd-fastest hull in the game it is a good match, My Isida account ranked to Brigadier on Hornet. Then I bought a Viking for a bit more survivability. I generally start with the Hornet. If the action is hot I sometimes go to the Viking.
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My point is the MM system can be as complex as you suggested in your mental experiment but ding so comes at a cost of processing power. I am fairly confident TO is not going to create code that tries to predict every single possible equipment combo every players' garage can produce. Even if TO wanted to do so practical reasons most likely prevent it. The take-home message is the MM system is not going to be based on matching m-levels much less on MU steps w/in those m-levels. It is not realistic to expect that or to hope for it.
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It is possible but not plausible. Doing all thjs would require mane many database querries. That will et up bandwidth / cause lag through the game and it would drag out the MM calculations. TNSTAAFL
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Correct but more often than not you can shoot from either side of the house / wall / rubble. Other times the 2nd shot is not needed. Obviously nothing works every time. I'm just saying Striker's not just for the open steppes.
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I agree investing in more than one hull and one turret will be more useful than it is right now. I disagree with your premise that doing so will be needed/required/compelled. I've fought on every map mode with one combo so there is no reason I cannot keep doing so. Cry I do not spend on hulls and turrets I get to spend on increaing my module selections. What MM will do is open more garage development strategies. Do I spend my income to get a broad selection of gull and turrets? Or do I focus my resources to make one combo as good as I can? Making players choose between viable options is at the heart of good game design. The good news is last year's 3x chain rewards and this year's even more lucrative containers rewards give teh free-2-play player the income needed to develop more than one hull and turret if so desired. I also disagree that daily players will not have an advantage over infrequent players. DAily players will have more income; there is no way for prose to change that math. The infrequent ones will be left behind the rank ladder never to be seen again. The daily player will face new opponents at their new ranks. If these are new opponents are also infrequent players they will have less cash for their rank too. You can make any case with words but numbers remain numbers. Any daily player at a competitive disadvantage to someone who rarely plays can find the reason in the bathroom mirror.
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I am sure. There is no way to balance by m-level because the same player can have m0 and m4 gear in the same garage. Every comment I heard pointed at a system that balances by the Rating number. Add all the ratings numbers for all members of each team and the two sums wil be as close as the MM system can get them w/in a short time window. There will be away to adapt: your garage. MM will give a little benefit to players with more than 1-2 hulls and turrets. Players like me will be a little less flexible. (That's OK with me.)
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I do not know if TO player participation is dropping but it does seem to be dropping among US players. Very few games are available in US evening hours. But there are enough to spread out those available into several small 2v2 or 3v3 maps. Often there is only one full game per mode. And if that map is. say, Highways and you do not use Shaft .... well rotsa ruck. And the chances of that map actually being Gighways is large. Shaft players will join it and join it all during the 24 hour server restart cycle. This is why I wan MM to go live. Three full games are better than 8 marginal games. Highways, Silence, and Brest will not be kept open all 24 hours by Shafts and Magnums seeking out these maps all day long. Playing on Highways, Silence, and Brest will become worth playing again because the MM system will not stack both teams with only shafts and magnums. The Pro Pass will go away. This allows a chance, a chance to find interesting games in that section. (That are not BP/XP/Parkour.) I know the first MM rollout was very bad. But that was due to the way MM was implemented not due to the basic concept of MM. I assume the implementation will be improved. So let's get on with it.
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Nope not luck. If I am at one end of Osa and you at the other I expect to hit you. But this was not always the case. After 400+ hours it is. Yep. Difficulty to use and aim has masked its power and/or caused most player to give up on it. OTOH most of its power comes from the splash effect which in general has been made too common and too powerful in TO. Open terrain is fun shooting but Striker is a force is urban areas too. The offset launchers allow you to shoot with exposing less of your hull. But mostly lots of walls mean lots of splashes. I suspect there are just some folks who will have a knack for this turret and some who will have an 'anti-knack'. When I was starting I could not use Freeze or Hammer worth diddly. Everyone has their sweet- and blind-spots. Striker should probably therefore have some alteration that makes aiming easier at the cost of smaller warheads and/or much less splash. But TO seems to have abandoned the alteration project half-finished and plans to leave it that way.
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If new missions replace box missions that's OK. I do not like the idea of just removing them. These are good concepts but IMO these are better examples of how the basic battle fund should grow and be distributed. If your team loses but you killed 5 flag carriers you had a good game! That should be rewarded on the basic battle fund. Obviously today it is not. Change the battle fund mechanics and so many annoyance in TO are instantly lessened. And here we have a bad idea for a mission. Using an OD is its own reward. OD are already overly significant to game play. This is what I came to post. I am not sure why TO wants 10 minute games but it will not worry me until I see reasons to worry. But why also change to 10 flags / goals 50 CP points too? This change is already giving reasons for worry. Games end before they really get rolling. I just played about 3 CTF games on Iran. Two good teams but mine was a bit better. I made caps and or killed enemies with our flag... But even with good team good action and good performance I came out of each battle with 100-120 exp points. Keep the 10 minutes, fine. But return the original 10/10/100. Maybe 5/5/50 will work with MM up and actualy running. But it does not seem to be working now. If we are going to have MM make it happen now. This half-way stuff is the worst of both worlds.
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No. MM will not. It will not look at equipment at all. You can change equipment during battle. So there is not point to comparing it. A Legend with m0 stuff left over in the Garage could get into matches with Corporals, switch to m4 gear, and cackle madly as the flames dance to his tune. You know that Rating thing no one ever mentions on this forum? ... There's a hint in that for people wondering how MM will work.
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IMO kits are not the way to upgrade ny buying higher m-levels in hulls and turrets you already own. Their only value is to buy a new hull and turret you do not own ... and no kit is worth buying unless you want to own that specific module. It is far far better to just MU your gear to a full 10/10 then trade in for free when the next m-level unlocks. You can plan around this approach. With kits you might be sitting on your thumb for 2 months before the kit you want appears in the garage. Not only that this approach almost always costs fewer Cry.
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Why do you assume only buyers cheat using mults? Buyers have can buy the Cry they want. Seems to me non-buyers have more motivation. Mult or just a poor player? Hard to tell and bottom line it doesn't really matter. When your team isn't on the ball it is time to bounce out of that game.
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[Forum Game] would you take above player's nickname
LittleWillie replied to snipe3000 in Forum Games
I would take it if I could wedge "-bot" in the middle. -
Shaft can kill you in 1 instant hit w/dd. So too can Rail, Magnum that's far quicker than 4 seconds. And if yo are talking 2 hits that must be a light hull w/o DA up. A heavy hull can soak up an entire 4-missile salvo. So I'd say the OP label needs better evidence. I ado agree the turret is not under-powered ... once you put in a couple hundred hours of target practice.
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druggers still every battle every single player If evreyone is a drugger then no one is a drugger. They days when a fat wallet could buy you the advantage in drug use are over. So what's the gripe?
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For the love of God stop begging. You are getting a 4th container which is more than makes up for the cut to the weekly cash payout. You ignore that bit. Beg beg gimme gimme. The flag count and CP point count reduction seem to be more significant that the time cut to 10 minutes. I got 7 Cry is a battle yesterday too ... at 2x funds. But that low lopsided payout is the same now as it was in 16 minute battles. The payment system is the issue. TO said at one point the payment system will change. That is a root cause issue for so much of TO's shortcomings! There is more than one way to defend too. Clustering around the flag is not the only way to do it. IMO it is a poor way to do it. When I see seems collapse to pure defense I often see them lose. When you stop pressuring the other team they get two advantages. 1: they get to roam the map and get all the supply boxes and 2: they can focus their whole team on an attack with big splash support on the packed defenders. TO will not release MM with he exact same coding as last time. Yes last experiment matched ranks too far apart.But it is unfair to insist MM will be no better in Round Two. The new system will improve on that. How do I know? Well it has to be different and better, because if their plan was to keep everything the same they'd have made MM live months ago. It is the same at higher ranks. Every time I have a Premium Account active when I check the Pro section all I find are Specialty games like BP or Parkour. I have no interest in those. 99% of the other are just mindless dull boring skill-free Poly CP and similar grinder games. The basic games are simply 10 times as interesting at 99% of the Pro offerings. TO Pro players are very very very much into boring mindless skill-free grinders. I suspect my "most higher ranks" you mean "13y1ord". Pro battles genreate bigger battle funds maybe. But that is still less than basic battle fund payout + mission payout in the same amount of time. So the players who "can't be bothered" are just hamstringing themselves. No one is forcing them to. Besides if Pro funds grow faster that is only because players play in mindless grinder mode: spawn, drive to the center of the map, die, and repeat. Basic games have lower funds because players are playing an actual game not circumventing actual game play. That's the exact opposite of fun for me. I do n't care if I earn 10,000x the funds the point to playing a game is to enjoy the time spent.
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Nope. nearish to Chicago Heh heh maybe that will be the next turret. (Doesn't do much damage but ivs very annoying.)
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Yes exactly. If you do the 1st 5 steps at 100% price and the next 5 steps at 50% it is roughly the same things as doing all 10 steps at a 40% discount. So for a bit more cash you avoid having to wait for at least 5 sales. That buys you weeks if not months of actual use at higher MU levels. Yes I had 1 module up to I think LtCol then I bought a 2nd. There is no question but I use a few much more than others. But I to use them. It gives me flexibility and options. If I hadn't bought them I'd be sitting on probably a million Cry in cash ... but unspent cash does not help you in a firefight. Buying these extra mods has not out-stripped my earnings. So no it is not a requirement but it works for me.
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