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suggestion for cram problem in mmrb

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  • suggestion for cram problem in mmrb

    Cram isn't a big deal in other basing areas, but in MMRB it has become a problem. With weaker lines being unable to break the cram, or taking way too long to break it which is bad for shorter games only 10 mins to win instead of 15).

    In pub we have doors that open and close based on the number of players in the game.

    Could we have it so there are doors that open or close for the entire match based on the AVG rating of players in the current match? We could have said doors enter coffin areas of base.

    (most of this idea was Turban's idea)
    Last edited by RageRitual; 10-26-2025, 09:25 PM.
    [TWDT CAREERS]
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  • #2
    or make balanced lines

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    • #3
      In pub there are rarely a bunch of skilled, motivated players able to hold a cram (especially against all the various ships allowed in pub).
      In pub there is attachmode and multiple terrs allowed (so a team can attack two points at once and be reinforced).
      In pub it is almost-certain defeat to attack from sidetunnels alone, against a good team, without relying on a shark (less freedom of movement in a tunnel).
      The less freedom of movement you have, the more powerful enemy shark reps become.
      So introducing pub-style sidetunnels might not help the problem in the long term (maybe some hidebound elites would take a while to master this novelty).

      Also I suspect that comparing shark ratings rather than team AVG would make more sense as they seem like the key ships in that situation (but I'm just a pubber).

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