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Cw Is An Abject Failure


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#1 Grimmjow

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Posted 26 March 2015 - 05:57 PM

Community warfare is an abject failure. It's time to go back to the drawing board with it.

Is there even any changes that could be made to improve it?

#2 Kenyon Burguess

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Posted 26 March 2015 - 05:59 PM

omg I know right. imagine a 7man jf team getting rolled by marik pugs. something must be terribly wrong

#3 _Comrade_

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Posted 26 March 2015 - 06:00 PM

its still in beta

they will collect all the data and fix the issues, be patient

#4 Czarr

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Posted 26 March 2015 - 06:06 PM

It should be called community skirmish now and days. It's like the major war has ended and boarders aren't moving much anymore due to all the players leaving. I actually find the deathmatchs a lot more fun i play those more then i do CW, which is a shame because CW is suppose to be the crown and jewel of MWO but they made it a real turn off by emphasize meta builds...and no communication and "teamwork is op czarr lololoi you're stupid" is not a valid claim cause the pugs have VOIP and they STILL LOSE (although not as often as they use to) So no comms aren't the reason pugs lose. The entire game is a meta game and nothing more. How do you win at a meta game? You either buy the mechs and stuff or you grind for hours which is difficult for someone with school, family or work to do. Basically CW killed the casual experience and the casual players are now all flocking back to deathmatching leaving only a handful of players to play "community skirmish" (not warfare)

Edited by Czarr, 26 March 2015 - 06:08 PM.


#5 sycocys

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Posted 26 March 2015 - 06:18 PM

Well I agree with Czarr on most points, but I would say the big reason people head back to standard drops is because the CW maps suck in comparison other than 'maybe' the newest one.

I'm also not opposed to meta builds, but that they completely eliminated so many mechs and so much variety from CW right from the start. All the quirks in the world aren't going to anything to make lesser armored mechs viable in channeled blob maps.

#6 Maxwell Albritten

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Posted 26 March 2015 - 06:20 PM

I make more money more quickly in CW. I also find that it holds my interest much more than deathmatch over and over.

Sorry you are bad at this game.

#7 ZenFool

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Posted 26 March 2015 - 06:25 PM

Oh look, yet another new thread hating on CW. I'm sure you thought your post was original and thought provoking. You were wrong. Try posting in one of the five other threads on the first page of the community warfare forum instead of making your very own super special post...

The worst thing about all of these is that most of them are qqing about pugs getting stomped. Now, you can have ten matches of 12-0 in a row in pub queue and no complaints, but a 48-20 loss to a 12 man makes people scream in rage. I remember after a very good fight vs. a 12 man(48-38) one of our pugs started screaming about getting seal clubbed.

One side must always lose, that isn't a reason to scrub a game mode that shows a ton of potential.

#8 MoonUnitBeta

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Posted 26 March 2015 - 06:33 PM

  • Each planet is a server, 32-64 mechs per map (get Cloud Imperium gaming to build you the netcode for that, i don't really care. Or bill gates. someone.)
  • Huge 15x15km maps (takes a while to get from one place to another. Mechs are widley spread apart because of the amount of objectives that one side must accomplish)
  • You click on a planet, and you INSTANTLY JOIN IT (if it has room).
  • Put in multiple "game modes" (ie, MORE THAN ONE OBJECTIVE) in the map.
  • Conquest (aka: drilling rigs) generates RESOURCES! ACTUAL. RESOURCES. That you can USE!!! IN THE GAME! Kill the enemy tanker/dump trucks, and capture the collectors to earn resources for your own team.
    These resources can be used for:
    • Giving your team ability to build tanks, planes, elementals, and automated orbital offensive capabilities.
  • Assault bases (aka the mobile bases) are scattered around the map. These bases can:
    • Refine resources to create a special type of resource that can be shipped back to orbiting ships, which in turn launch attacks back down to the planet at the enemy team. Perhaps taking out drop ships which increase the time it takes for the team to redrop (handy if you don't want to be interrupted while you capture something! AMIRITE?)
    • And they offer ammunition.
  • Attack/defend orbital bases (kind of what we have now, but huge, lots of defences, etc. Essentially require the entire side to collectively work together and rush this inorder to gain control over it) are huge capital bases that can be captured. These bases can:
    • Repair your mech with Repair bays!
    • Rearm your mech!
    • Accept dropships!
    • Build Tanks! (with resources)
    • Build Airplanes! (with resources)
    • Build Elementals that you can pilot! (with resources)

While you play in the server...
  • Repairing your mechs costs money!
  • Reammo costs money!
  • Dieing costs you money!
  • Capturing planets, gathering resources, killing, and salvaging mechs rewards you with MORE money (or items! Or omnipods! :o :o :o )!!

How to servers/ceasefires work?
  • Planets spin up and down as player population increases/declines
  • Planets that spin up are up for a minimum of 4 hours, maximum of 10.
  • A planet could be either limited to 32 players (one server) only, or one planet could have multiple servers, and host 128 players (but still only 32 players in a server). Depends on lore or how many players there are I suppose!
  • There's a minimum of one planet(server) available for every faction/house thingy.
  • Planets are placed in a pool, and get cycled on and off the map, round-robin style as player populations increase and decline! (such as Planet Poop and Planet Pee are both active. Population declines. Planet Poop is set on a timer and ceasefire begins to decide who wins the planet. When Planet Poop is turned over, Planet Pee is still active. When the Population returns. Planet Pee's ceasefire starts, and Planet Poop spins up, while Planet Three spins up as well.<-- Rough example...)


#9 Wildstreak

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Posted 26 March 2015 - 06:35 PM

View PostGrimwill, on 26 March 2015 - 06:00 PM, said:

its still in beta

they will collect all the data and fix the issues, be patient

Tell that to a good number of CW players who think Beta = Finished Game.
I am not trying TFU all over again.

They cannot collect data when the ^ is true and it is.

#10 Triordinant

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Posted 26 March 2015 - 06:37 PM

View PostGrimmjow, on 26 March 2015 - 05:57 PM, said:

Community warfare is an abject failure. It's time to go back to the drawing board with it.

Is there even any changes that could be made to improve it?

Don't say that! They will (hopefully) improve it! I want CW to continue to exist even if I never play it!

#11 _Comrade_

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Posted 26 March 2015 - 06:37 PM

View PostMoonUnitBeta, on 26 March 2015 - 06:33 PM, said:

  • Each planet is a server, 32-64 mechs per map (get Cloud Imperium gaming to build you the netcode for that, i don't really care. Or bill gates. someone.)
  • Huge 15x15km maps (takes a while to get from one place to another. Mechs are widley spread apart because of the amount of objectives that one side must accomplish)
  • You click on a planet, and you INSTANTLY JOIN IT (if it has room).
  • Put in multiple "game modes" (ie, MORE THAN ONE OBJECTIVE) in the map.
  • Conquest (aka: drilling rigs) generates RESOURCES! ACTUAL. RESOURCES. That you can USE!!! IN THE GAME! Kill the enemy tanker/dump trucks, and capture the collectors to earn resources for your own team.

    These resources can be used for:
    • Giving your team ability to build tanks, planes, elementals, and automated orbital offensive capabilities.
  • Assault bases (aka the mobile bases) are scattered around the map. These bases can:
    • Refine resources to create a special type of resource that can be shipped back to orbiting ships, which in turn launch attacks back down to the planet at the enemy team. Perhaps taking out drop ships which increase the time it takes for the team to redrop (handy if you don't want to be interrupted while you capture something! AMIRITE?)
    • And they offer ammunition.
  • Attack/defend orbital bases (kind of what we have now, but huge, lots of defences, etc. Essentially require the entire side to collectively work together and rush this inorder to gain control over it) are huge capital bases that can be captured. These bases can:
    • Repair your mech with Repair bays!
    • Rearm your mech!
    • Accept dropships!
    • Build Tanks! (with resources)
    • Build Airplanes! (with resources)
    • Build Elementals that you can pilot! (with resources)
While you play in the server...
  • Repairing your mechs costs money!
  • Reammo costs money!
  • Dieing costs you money!
  • Capturing planets, gathering resources, killing, and salvaging mechs rewards you with MORE money (or items! Or omnipods! :o :o :o )!!
How to servers/ceasefires work?
  • Planets spin up and down as player population increases/declines
  • Planets that spin up are up for a minimum of 4 hours, maximum of 10.
  • A planet could be either limited to 32 players (one server) only, or one planet could have multiple servers, and host 128 players (but still only 32 players in a server). Depends on lore or how many players there are I suppose!
  • There's a minimum of one planet(server) available for every faction/house thingy.
  • Planets are placed in a pool, and get cycled on and off the map, round-robin style as player populations increase and decline! (such as Planet Poop and Planet Pee are both active. Population declines. Planet Poop is set on a timer and ceasefire begins to decide who wins the planet. When Planet Poop is turned over, Planet Pee is still active. When the Population returns. Planet Pee's ceasefire starts, and Planet Poop spins up, while Planet Three spins up as well.<-- Rough example...)



They should also do something about unit coffers, it's like why does our units have coffers. I am thinking for more like and Command and Conquer aspect where you can upgrade turrets in a planet your unit garrisons or buy dropships that will open new attack lanes in different parts of the map. etc

#12 sycocys

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Posted 26 March 2015 - 06:39 PM

I'd agree with potential if there was more than channeled blob mode. Doesn't bother me to even lose in CW so long as my team actually puts up a fight - which is terribly rare if you can only find pug drops. On the occasions you find pugs that understand the concepts of CW though they generally end up being as good as dropping with your unit.
Personally I like both modes, but standard wins despite the pugs simply because the maps are that much better designed. It's not forced blobs and on most of the maps you see at least 2 lances of the 6 taking different attack routes because it's actually viable to do so. Mech to mech skirmishing is also something that is almost completely ignored in the CW maps other than a couple small locations that are set well away from the primary attack routes.

Guess I don't hate CW, but I don't love it because there's simply not enough there to really dig into and I have a very hard time giving them much benefit on the "beta" tag because its been in development for nearly 2 years.

#13 sycocys

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Posted 26 March 2015 - 06:44 PM

View PostMoonUnitBeta, on 26 March 2015 - 06:33 PM, said:

  • Each planet is a server, 32-64 mechs per map (get Cloud Imperium gaming to build you the netcode for that, i don't really care. Or bill gates. someone.)
  • Huge 15x15km maps (takes a while to get from one place to another. Mechs are widley spread apart because of the amount of objectives that one side must accomplish)
  • You click on a planet, and you INSTANTLY JOIN IT (if it has room).
  • Put in multiple "game modes" (ie, MORE THAN ONE OBJECTIVE) in the map.
  • Conquest (aka: drilling rigs) generates RESOURCES! ACTUAL. RESOURCES. That you can USE!!! IN THE GAME! Kill the enemy tanker/dump trucks, and capture the collectors to earn resources for your own team.

    These resources can be used for:
    • Giving your team ability to build tanks, planes, elementals, and automated orbital offensive capabilities.
  • Assault bases (aka the mobile bases) are scattered around the map. These bases can:
    • Refine resources to create a special type of resource that can be shipped back to orbiting ships, which in turn launch attacks back down to the planet at the enemy team. Perhaps taking out drop ships which increase the time it takes for the team to redrop (handy if you don't want to be interrupted while you capture something! AMIRITE?)
    • And they offer ammunition.
  • Attack/defend orbital bases (kind of what we have now, but huge, lots of defences, etc. Essentially require the entire side to collectively work together and rush this inorder to gain control over it) are huge capital bases that can be captured. These bases can:
    • Repair your mech with Repair bays!
    • Rearm your mech!
    • Accept dropships!
    • Build Tanks! (with resources)
    • Build Airplanes! (with resources)
    • Build Elementals that you can pilot! (with resources)
While you play in the server...
  • Repairing your mechs costs money!
  • Reammo costs money!
  • Dieing costs you money!
  • Capturing planets, gathering resources, killing, and salvaging mechs rewards you with MORE money (or items! Or omnipods! :o :o :o )!!
How to servers/ceasefires work?
  • Planets spin up and down as player population increases/declines
  • Planets that spin up are up for a minimum of 4 hours, maximum of 10.
  • A planet could be either limited to 32 players (one server) only, or one planet could have multiple servers, and host 128 players (but still only 32 players in a server). Depends on lore or how many players there are I suppose!
  • There's a minimum of one planet(server) available for every faction/house thingy.
  • Planets are placed in a pool, and get cycled on and off the map, round-robin style as player populations increase and decline! (such as Planet Poop and Planet Pee are both active. Population declines. Planet Poop is set on a timer and ceasefire begins to decide who wins the planet. When Planet Poop is turned over, Planet Pee is still active. When the Population returns. Planet Pee's ceasefire starts, and Planet Poop spins up, while Planet Three spins up as well.<-- Rough example...)


So ridiculously much better than the same mode we've had from the start with the added feature of a universe map. Takes all that good stuff from the previous games that has been completely ignored and makes it an engaging part of the new one.

#14 nocturne

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Posted 26 March 2015 - 07:08 PM

Mechwarrior should be a massive warfare endevor. 12v12 DM just doesn't capture a planet-conquoring experience.

#15 MechaBattler

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Posted 26 March 2015 - 07:12 PM

It's a work in progress. I'm having fun with it. So is most the unit I'm in.

It's certainly gotten better since it's initial release.

#16 pbiggz

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Posted 26 March 2015 - 07:36 PM

k

#17 Judah Kardaan

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Posted 26 March 2015 - 07:45 PM

View PostMoonUnitBeta, on 26 March 2015 - 06:33 PM, said:

  • Each planet is a server, 32-64 mechs per map (get Cloud Imperium gaming to build you the netcode for that, i don't really care. Or bill gates. someone.)
  • Huge 15x15km maps (takes a while to get from one place to another. Mechs are widley spread apart because of the amount of objectives that one side must accomplish)
  • You click on a planet, and you INSTANTLY JOIN IT (if it has room).
  • Put in multiple "game modes" (ie, MORE THAN ONE OBJECTIVE) in the map.
  • Conquest (aka: drilling rigs) generates RESOURCES! ACTUAL. RESOURCES. That you can USE!!! IN THE GAME! Kill the enemy tanker/dump trucks, and capture the collectors to earn resources for your own team.


    These resources can be used for:
    • Giving your team ability to build tanks, planes, elementals, and automated orbital offensive capabilities.
  • Assault bases (aka the mobile bases) are scattered around the map. These bases can:
    • Refine resources to create a special type of resource that can be shipped back to orbiting ships, which in turn launch attacks back down to the planet at the enemy team. Perhaps taking out drop ships which increase the time it takes for the team to redrop (handy if you don't want to be interrupted while you capture something! AMIRITE?)
    • And they offer ammunition.
  • Attack/defend orbital bases (kind of what we have now, but huge, lots of defences, etc. Essentially require the entire side to collectively work together and rush this inorder to gain control over it) are huge capital bases that can be captured. These bases can:
    • Repair your mech with Repair bays!
    • Rearm your mech!
    • Accept dropships!
    • Build Tanks! (with resources)
    • Build Airplanes! (with resources)
    • Build Elementals that you can pilot! (with resources)
While you play in the server...
  • Repairing your mechs costs money!
  • Reammo costs money!
  • Dieing costs you money!
  • Capturing planets, gathering resources, killing, and salvaging mechs rewards you with MORE money (or items! Or omnipods! :o :o :o )!!
How to servers/ceasefires work?
  • Planets spin up and down as player population increases/declines
  • Planets that spin up are up for a minimum of 4 hours, maximum of 10.
  • A planet could be either limited to 32 players (one server) only, or one planet could have multiple servers, and host 128 players (but still only 32 players in a server). Depends on lore or how many players there are I suppose!
  • There's a minimum of one planet(server) available for every faction/house thingy.
  • Planets are placed in a pool, and get cycled on and off the map, round-robin style as player populations increase and decline! (such as Planet Poop and Planet Pee are both active. Population declines. Planet Poop is set on a timer and ceasefire begins to decide who wins the planet. When Planet Poop is turned over, Planet Pee is still active. When the Population returns. Planet Pee's ceasefire starts, and Planet Poop spins up, while Planet Three spins up as well.<-- Rough example...)


Or we could just go back to Mechwarrior: Living Legends where we actually had tournaments that did this kind of stuff.
We had bigger maps, more mechs, battle armor, aerospace, vtols, tanks, hovercraft, apcs and better game modes. Even then 16v16 (!!!!) deathmatch mode was far better than the nonsense that we have here. The maps were varied and fun and had quirks like low gravity, water, space and dynamic time of day.

People told me to wait until MW:O had more time. Well, they've had money and time and LL is still better.

Edited by Judah Kardaan, 26 March 2015 - 07:45 PM.


#18 Uncle Totty

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Posted 26 March 2015 - 07:50 PM

View PostGrimwill, on 26 March 2015 - 06:00 PM, said:

its still in beta

they will collect all the data and fix the issues, be patient


Where the **** have you been for the past two years?

#19 WANTED

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Posted 26 March 2015 - 07:51 PM

OK I will bite..I hate CW. Played it early on and it even brought me back to the game after a year out of it to try it out. I just couldn't find the fun like I thought would happen. Was constant kick to my groin. So I play every day now but never CW.

#20 DaisuSaikoro Nagasawa

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Posted 26 March 2015 - 08:46 PM

View PostGrimmjow, on 26 March 2015 - 05:57 PM, said:

Community warfare is an abject failure. It's time to go back to the drawing board with it.

Is there even any changes that could be made to improve it?


You're new to CW, quiaff? We played a game earlier.

What exactly do you see as CW being an abject failure?





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