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Cw Summarized....


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#1 BearFlag

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Posted 27 May 2015 - 06:10 PM

Here's a disturbing (possible) trend.

Posted Image

Three of the four disco'd fairly early in the game. It was supposed to be a "counter-attack" (which of course is meaningless). But the Clan attacked us. The number of undropped and disco'd mechs was actually larger earlier in the game. Once it became obvious they were going to camp our landing areas, some people simply disconnected.

I imagine this is a violation of the rules. On the other hand, it's hard to blame the disco's. Who wants to play a game when you know your next 2 or 3 mechs are going be shredded? You know there's zero chance of reorganizing a mutually supporting line.

Possibly the "228" unit has an internal rule against camping because they didn't directly camp. But they stayed close enough for the effect to be the same.

This was on Vitric Maze. With the drop points scattered and guarded, we were picked apart. Indeed, before it was over, the 228 boys got bored and started having private jousts. Numerous

"RED has killed RED"

messages flashed by (i.e. we didn't really get 17 kills).

Edited by BearFlag, 27 May 2015 - 06:23 PM.


#2 masCh

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Posted 27 May 2015 - 06:16 PM

Its like the Matrix.

Everytime Agent Smith (PGI) logs in to spectate to check if anyone is cheating, PGI takes over that guy and that guy disconnects.

#3 BearFlag

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Posted 27 May 2015 - 06:24 PM

"Hey, Locust, Dodge THIS."

#4 Vxheous

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Posted 27 May 2015 - 06:28 PM

228 is one of the best units in the game, and wreck pretty much 95% of their opposition, whether they are pugs or dropped as 12 mans

#5 Threat Doc

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Posted 27 May 2015 - 06:41 PM

Regardless, this is not something that should be happening. This is ridiculous, and it needs to change, and soon. Objective-based combat, several different types of mission objectives introduced rapidly, to give us the real possibility of having games that fit more what they should be.

#6 BearFlag

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Posted 27 May 2015 - 06:53 PM

View PostVxheous Kerensky, on 27 May 2015 - 06:28 PM, said:

228 is one of the best units in the game, and wreck pretty much 95% of their opposition, whether they are pugs or dropped as 12 mans


Not the point. But since you brought it up, they 'wrecked' us through a common CW exploit and frequent CW complaint. Spawn Camping - which should not EXIST. No commander would order, no pilot would fly and no mech driver would drop into an enemy firing circle.

My point is that people are tired of it. Disconnecting with mechs still in the bay. Tired of the camping, tired of choke point carnage, tired of repetitious goals on repetitious maps.

#7 Romeo Deluxe

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Posted 27 May 2015 - 07:07 PM

You are all jumping to unfounded conclusions
http://mwomercs.com/...network-issues/

#8 BearFlag

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Posted 27 May 2015 - 07:11 PM

View PostRomeo Deluxe, on 27 May 2015 - 07:07 PM, said:

You are all jumping to unfounded conclusions
http://mwomercs.com/...network-issues/


Maybe, but the other team has no disco's and there was Plenty of time to reconnect (unless that is also part of the issue). The timing would also be very coincidental.

#9 Romeo Deluxe

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Posted 27 May 2015 - 07:18 PM

<throws his hands up in the air and decides to walk out of the room without saying another word> :rolleyes:

#10 BearFlag

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Posted 27 May 2015 - 07:45 PM

You're right, Romeo.

The disco's were team specific, time specific and all four chose not to rejoin. Definitely, a technical issue. ;)

<waves goodbye>

#11 Monkey Lover

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Posted 27 May 2015 - 08:27 PM

View PostVxheous Kerensky, on 27 May 2015 - 06:28 PM, said:

228 is one of the best units in the game, and wreck pretty much 95% of their opposition, whether they are pugs or dropped as 12 mans


We beat 228 once i think they might have been drunk and half asleep but we still won :P hehe Most of the games they trash us :) Still a nice bunch of people im happy playing with them.

Edited by Monkey Lover, 27 May 2015 - 08:28 PM.


#12 Kralizec242

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Posted 27 May 2015 - 10:31 PM

As others have stated, 228 is a fantastic group, and are incredibly tough to beat- even when coordinated. However, most 12 mans wind up spawn camping the defenders on any given drop. And given how frustrating it is to undergo, I can't really blame the discos, for well, disconnecting. The map design for most of the CW maps is simply abhorrent at worst (Sulfurous rift), and okay at best (Hellbore Springs).

#13 sycocys

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Posted 28 May 2015 - 02:45 AM

If you think they disconnected early and intentionally, report them. With luck PGI will start sending these players a warning to let them know that kind of behavior is unacceptable.

#14 oldradagast

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Posted 28 May 2015 - 03:16 AM

View Postsycocys, on 28 May 2015 - 02:45 AM, said:

If you think they disconnected early and intentionally, report them. With luck PGI will start sending these players a warning to let them know that kind of behavior is unacceptable.


Why?

The match was already lost. No point in feeding ego and "ggclose" by continuing the meaningless charade.

Maybe if more people disconnected and otherwise walked out, PGI would wake up and realize what a pointless farce CW is:

1) The repetitive, single objective
2) The idiotic maps, full of spawn camping and obvious lanes
3) The total lack of role warefare
4) Punishment for fulfilling objectives - you get few, if any cbills or XP for killing objectives
5) Total lack of team balance and match-making, resulting in games decided at pairings.

Keep walking - that's the only way they'll learn.

#15 Gagis

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Posted 28 May 2015 - 03:36 AM

Or you could at least try to work as a team and try to win. Most of time the stomps happen when the opposing side gives up before the game even began.

Most of the CW units consist of mediocre players and there is always a good chance you will catch them drunk, tired or having a bad day.

The level of teamwork needed for CW mostly consists of not sabotaging your team. Support the guy next to you and you have a far chance of winning.

Edited by Gagis, 28 May 2015 - 03:37 AM.


#16 Magna Canus

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Posted 28 May 2015 - 04:33 AM

There have been talks about this recently, especially during the events. Many of us are considering running a max of 6 228 players per CW drop, but there is nothing out officially.

Mismatches in any drop are a burden for any player, either solo or group.

#17 Innocent

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Posted 28 May 2015 - 04:40 AM

This could be avoided with a simple change in game mechanics with the way drops work. If the defending team moves past the gates then the next drop should be on the objective. This would end spawn camping.

#18 sycocys

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Posted 28 May 2015 - 04:48 AM

Why do you report them? So they finish the out and don't screw over the rest of the players that queued up to play an entire match.

The problem in these cases isn't the groups, its the guys that give up immediately at the sight of a group on the other side. If they'd actually communicate and try to function as a team instead of giving up before the match starts they'd realize really quickly that a 12 man on the other side is generally little more than 12 average players on the other side. There are exceptions, but its always more than possible to put up a good fight against even the better teams if you actually put forth the effort.

@ Mag - for your 228 guys that's a novel idea, but these kind of players are going to implode at the sight of a single lance on the other team. There's just really nothing that can be done to help the lcd crowd if they don't want to take advantage of the tools in game, TS servers or just plain learn to operate as a team.

#19 Chimperator

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Posted 28 May 2015 - 10:41 AM

Guys the one and only Problem is PGI`s 12men Groups against solo or small random group philosophy.
More then 4 poeple against random or solo players is just a community killer, MWO is the only f2p game I know where its possible.

btw: CW should be the end game content, right?
Why the f..k people can play it when they are in there first 20 matches? Without a unit, with trial mechs... as a solo player against a organized 12 men drop ? PGI wants to kill them self...

#20 sycocys

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Posted 28 May 2015 - 11:00 AM

People SHOULDN'T be able to play CW without a gate to cross, and that will likely be added down the road - (un)fortunately for everyone this is their idea to beta it out so everyone gets a chance to try it out.

Also EVERYONE has access to voip, lfg, faction chat directly in the game - there is absolutely no reason other than player failure (and the very occasional hardware limitations concerning voip use) that these things are not being used to improve the game play. If you want to ignore all this stuff and cry about how unfair it is the other team is on their comms...... sorry, that's just not a use-able excuse anymore now that you have comms built in.

Long story short - turning on voip = turning every drop into a 12 man organized group. Listen to whoever takes command or take command yourself.

Edited by sycocys, 28 May 2015 - 11:00 AM.






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