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stomping pub matches
Skrimskraw:
So last saturday my team (corvus) played merry men and we lost several games vs merry men.
Merry men stomped us using double mercurys which completely locked down our ships one after another within few seconds.
After this match my team discussed the mercurys ability to pierce the hull and take out several components.
We took this to a random match, which happened to be a low leveled match. Knowing that we would probaly stomp these players we proceeded to play the match and completely stomped these guys without trouble, at a point my gunner killed 3 components on a galleon with 1 shot.
In the lobby afterwards my crew and I apologized to the enemy team for using mercurys, to which they replied that they understood that we were testing its abilities. But they also said that we had destroyed their morale to keep playing, and they logged out.
My point being here is that this kind of gun is capable of breaking morale and actually make people close down the game, is this something we really want in the game? Being shot to pieces in a matter of seconds and then not being able to do anything afterwards?
RearAdmiralZill:
We actually tried to replicate the penetration we thought we were seeing during our dunes match, and we couldn't do it. We did figure out that the combat log is not always accurate in telling who actually broke x part, so I think it's giving the illusion of penetration when really it is multiple mercs.
That being said, the merc isn't the only gun capable of lowering moral for the enemy. Really any gun has the potential to do so if the skill levels (not that number next to your name, but real skill) are skewed. Hwacha, Heavy carronade, flamethrowers, ect. All of those have a means of locking someone into a spiraling death that looks just as bad on our end as it most likely feels on their's.
I am of a firm belief that players need to want to learn from these kind of loses to really get anywhere in goio, as I certainly did when I started. It's also increasing telling that many simply don't have that want or patience to do so. I'm not calling them bad people, but that is just how that goes. Not everyone will stick around, but encouraging those who do switch up ships and try again has worked for us pretty well.
Basically, losing sucks. We all know that and have felt it during our goio careers. But it's what we do with that loss that determines what happens next.
Zenark:
I always feel bad when we stomp a lobby full of lower levels. We don't want to leave the lobby, and we definitely don't want to lose on purpose, so we just go with it. The enemy usually rage quits after the 5-0 match. However, this has also been done with higher levels. We'll look pretty balanced in the lobby, but it's still a 5-0 or 5-1, and we don't always use a mercury.
Any ship and/or weapon can bring an enemies morale down to zilch with the right crew. That said, yes, dual mercuries hurt, but that's why you have an ally to take them out while they're bombarding you.
Pickle:
Gat/Flak can have the same demoralising perfect win effect if your flak gunner knows to hold fire until the armour is down and theirs doesn't. Having a team mate that coordinates when the opposition isn't even communicating. Lots of thing contribute to towards PUG-stomping. Sheer shit-out-of-luck mid-game joining (spare pilots, three gunners) can tip a game into a stomp.
The only uniquely demoralising effect of the mercury comes from its range. It stomps you from two or three map squares away and there's nothing you can do about it.
Kyren:
--- Quote from: Pickle on July 30, 2013, 10:04:20 am ---The only uniquely demoralising effect of the mercury comes from its range. It stomps you from two or three map squares away and there's nothing you can do about it.
--- End quote ---
That makes it a lot worse than any of the other combinations. It takes at least somewhat advanced tactics to deal with a mercury, while it's nearly foolproof to have it working with a gunner. Put a level 1 gunner on a mercury. Put a level 1 pilot on the other side of the map, have him aproach the mercury. The pilot will have very big problems - the gunner will not. Yes, as usual, the skill ceiling is higher for the pilot, but this is just too uneven.
Remember that we should balance the game for pubs, for newcomers and for people who will not care to acquire deeper knowledge of the game. It is maybe balanced for the more advanced players here, but it is surely not balanced for the majority of players that play sometimes until they drop out again at level 5 or so. But those drop-outers are what balancing needs to be made for, to encourage them to stay, and not get demotivated after the first couple of matches against a mercury.
Ideally we should be able to rely on players choosing loadouts that are appropiate for the skill of the enemy team when facing newbies, but this is not the case. Therefore I second that the Mercury is toned down, to for example, destroying components only with 2 concecussive hits. This will make approaching it much easier, but still retain it's capacity well enough.
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