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Originally Posted by
Bolivar
1st, a lot of your complaints seem to come from the balancing issues, particularly with the attackers. There are balancing issues, but that's another discussion that hasn't been brought up yet.
How has a discussion on game balance not been brought up when I specifically brought up game balance?
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Simply put, it's not nearly as hard for attackers to succeed as you claim it is. I see it happen every time. In every Domination game I've played, I've defended, and we always get pushed back to the final pump stations. Bluntly, there aren't many players out there who have a hard time controlling simultaneous objectives while the other Squad holds another. It's day 3 of the official game and your point has been invalidated in nearly every game I've played.
Good of you to not actually read my original post about this on omgmygame before you start saying I'm wrong. I was never talking about Domination, I was talking about Sabotage because for some stupid reason it was the only game mode unlocked from the start in the Beta. I was late getting into it so I didn't have time to get the required level 10 to try anything else, but I did play a lot of Sabotage and every single thing I mentioned was a huge problem. I literally saw two games where the attacking team won during Beta and both were because the defending team was vastly beneath the attacking team in skill leading to a complete and utter rolling of the defending team. Don't tell me my opinion of Sabotage is wrong because you didn't have the same experience in a completely different game type.
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The fact is, a Squad with 2 or 3 people on mics, calling out enemy positions, organizing attack routes, and a Squad leader who's setting objectives, directing combat, and finally, medics reviving and healing teammates as they shoot, will win. I've seen it many times in the BETA and in the official game, one decent Squad can make the entire difference in a game, leading 128 players to victory. And that's what makes MAG arguably the best FPS I've ever played.
I never said good team organization couldn't lead to victory. But I honestly don't think I ever saw more than one or two squads during my time with the Beta that were well organized. Most people literally don't give a :bou::bou::bou::bou: which makes overcoming the inherent defense advantages nearly impossible.
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2nd, I think NeoCracker is right, you gotta look at the Healing aspect in a different way. A group of 4-5 guys, with medics following behind healing Attackers while they're still alive and reviving the 1 or 2 who go down will probably complete an objective. I always have a revive kit equipped, and I make nearly 1000 XP in a domination battle, helping my teammates go along and win. This is where I disagree with both of you, you are supposed to heal mid-battle. In fact, it's crucial to victory.
Our point was that you're not supposed to try and heal yourself mid battle. I won't disagree that dedicated medics during an attack would make a huge difference. But again, you can see my last point. If there was one thing that stood out to me in the Beta, and I'm sure would be true of most people in the final game, at least at first, it would be that they don't give a :bou::bou::bou::bou: about working as a team. This isn't a problem with MAG really as much as it is that most people playing online team based games simply don't care. My problem is that other games account for this by not leaving in inherent imbalances between the two teams.
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3rd, and this is the big one, there are ways to communicate with units outside of your Squad. First and foremost, any players in your immediate vicinity will be able to talk to you. Second, and I can't believe you don't know this, there is a dedicated Chat channel for Squad leaders, Platoon Leaders can use this as well as broadcast to the entire Platoon (32 players), and the OIC can broadcast to the entire Company (128 players) as well as give orders in the Platoon channel. This is one of the most interesting things to see as MAG develops, how Platoon leaders will interact with Squad leaders in setting macro-objectives since PL's and OIC's can't set objectives themselves.
So I was mistaken. Good for MAG. I honestly never saw any of this in the Beta though, so either it's new or we can chalk it up to almost no one using a mic.
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4th, and this is another big one, you CAN join any battle mid-game, I'm not sure where the hell you've gotten this from but I've joined plenty of games in the middle of them. You'll notice it because instead of a count-down timer, it says "PRESS START". This is something that simply isn't true.
Then this must be new because I never saw it in the Beta. The only option it ever gave me in the open Beta was to join a queue which stuck me in a game that was just starting. I had plenty of games as well where half my squad would leave and no one ever joined mid game to replace them. If that was simply bad luck then so be it. If it's something they fixed before release then even better.
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Overall, it seems from your review that you've only played Sabotage,
You'd know that if you actually read the damn review. It was the first thing I said in it. It doesn't change the fact that Sabotage, an entire game mode, was inherently unbalanced.
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Until you play the larger game modes, become a Squad Leaders yourself, or have a very good Squad leaders who shows you how the game is run, seeing all the mechanics at work, how this game is allowing players to coordinate large-scale conflicts themselves at an administrative level, you really don't know what this game is about.
Again, I outright said that I didn't get to play the whole game when I wrote that. But I'm not planning on buying a game that had an entire game mode that I found almost unplayable simply because it was so frustrating, and so easily fixed.
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I can't stress this enough, so I'll put it another way. MAG in essence is about Squad leaders constantly setting objectives for their squads to complete, giving them double points for every action, incentivizing them to accomplish smaller objectives that play into the larger meta-objectives. Until you've experienced this, you simply don't understand what MAG is about.
I understand the point of it just fine in theory. I also know that from my experience in the Beta that the theory behind the gameplay fell apart more often than not. I'm sure that would change as a more dedicated audience learns to play the game properly and sees that the point is to work as a team, much like TF2 is a ten times better game when your team works together, even when you lose, and a lot of people didn't coordinate well when it came out either. But like I said, I have no desire to buy the game. I won't deny that the whole game could be a lot better than Sabotage was, but since I didn't like some of the design choices that are simply a matter of taste and downright hated Sabotage I'm going to stay away.
In case I haven't been clear enough; I never said I had played every game mode. I outright said I only played Sabotage, and I only ever commented on that one game mode. I outright said the other game modes might be far better balanced in the final game because the issues I specifically had with it shouldn't affect the other game modes very much, if at all, in theory. Don't talk to me as though I was condemning the entire game without playing it. I simply stated some problems I had with Sabotage and the Beta and that I didn't like what I played enough to spend $60 on it.
Neocracker asked for thoughts on the game. I said what I thought of it from my experience, and only regarding what I got to play. Let's leave it at that.