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Community Warfare - Phase 2 Update - Oct 8 Feedback


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#121 WarHippy

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Posted 09 October 2014 - 08:11 AM

View PostLordLosh, on 09 October 2014 - 07:39 AM, said:

240 sounds a little low. I would prefer 250-260. I can take two Atlas and 2 locust but not 2 direwolfs maybe that's a good thing but would still like to have a bit more room to play with


I agree, 240 is a tad low and should probably be bumped to 245 or 250. I'm also not a fan of having to have exactly 4 mechs, and I think it would make for more interesting/varied matches if people could fill up their tonnage with different amounts of mechs up to the max tonnage. For example one guy could choose to bring just 2 Atlas, or 2 Atlas and a Blackjack(assuming tonnage was upped), or they could bring 6+ light/medium mechs in some combination.

#122 Roadbeer

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Posted 09 October 2014 - 08:28 AM

IDK,

240 sounds about right, 3 heavies and a light would bring you slightly undertoned. 2 lighter assaults and 2 mediums brings you in line.
Seems ok to me.

I would like the ability to bring less that 4 if I wanted to 'stack my deck' as it were.

Edited by Roadbeer, 09 October 2014 - 08:30 AM.


#123 Hoax415

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Posted 09 October 2014 - 08:53 AM

240 is actually a quite clever and good number. If anything it could be less not more. I'm sure plenty of people will cry for more or to be able to take less than four mechs but Russ knows what he's doing on this one.

Less than four mechs is basically just giving +40 or +50 (for clan) tons to teams who's strategy is to just drop as heavy as possible to start. If PGI has any concern about how powerful such an all assault strategy could be. Making it so that players can't go as all-in on it is a good idea.

View PostSteele Rein, on 09 October 2014 - 05:49 AM, said:

My only question is are you still on target for release this quarter? What's the ETA?

12/21/2014 until stated otherwise is the release target for CW.

View PostAirox, on 09 October 2014 - 06:06 AM, said:

There has been a good bit of discussion about groups having to choose one side or the other (IS/Clan) for CW. Many groups (including mine) don't want to be limited to one side. Even being able to switch every month is a weak solution.

It would be better for yourself and your unit if you guys are all about CW that you accept the reality that nobody gets to play both sides of the Clan Invasion. CW is supposed to show at least some respect for the lore, that means that no matter what at no point will there be a way to fight for both sides.

Maybe sometime way down the road there will be a salvage system but they have said repeatedly it isn't coming at release. So for your unit's sake, have the discussion and make a good choice now knowing those facts.

View PostTroy Gardenhire, on 09 October 2014 - 06:24 AM, said:

Not sure if it waqs asked already:

Will we be allowed to use a Mech twice on the dropships? Maybe with two different variants?

Yes in fact from what we know you could buy and outfit four Dragon-5N's and have a dropship of all Dragon-5N's if you wanted to. They have not discussed any artificial chassis or variant limits.

View PostKirkland Langue, on 09 October 2014 - 06:37 AM, said:

It's silly to require 4 Mechs if you can't use 4 Mechs. If players can only respawn a single time - then they should be taking 2 mechs. As it is, you are making the Dropships haul that extra tonnage for no reason.

You get up to 3 re-spawns in Invasion mode. That's why you bring 4 mechs?

View Postelismallz, on 09 October 2014 - 08:03 AM, said:

When we die and are about to respawn, do we get to select which mech we drop in next

That is how it has sounded so far. Details as always are TBD.

#124 Sprouticus

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Posted 09 October 2014 - 09:02 AM

View PostHoax415, on 09 October 2014 - 08:53 AM, said:

240 is actually a quite clever and good number. If anything it could be less not more. I'm sure plenty of people will cry for more or to be able to take less than four mechs but Russ knows what he's doing on this one.
.
.

You get up to 3 re-spawns in Invasion mode. That's why you bring 4 mechs?



240 seems ok. but I would like it to be dynamic or at least variable.

Early in the Assault make it smaller. Later, after a beachhead is established (say after the attacker gets 4+ tokens), make it larger.

Or even random.
12.5%- 180-200
25%- 205-225
50%- 230-260
12.5%- 265-290

View PostRoadbeer, on 09 October 2014 - 08:28 AM, said:

IDK,

240 sounds about right, 3 heavies and a light would bring you slightly undertoned. 2 lighter assaults and 2 mediums brings you in line.
Seems ok to me.

I would like the ability to bring less that 4 if I wanted to 'stack my deck' as it were.



Personally I would prefer 200 (4x 50 ton), with the option to select 3 mechs. But I also want variable size as well.

#125 WishFish

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Posted 09 October 2014 - 09:22 AM

Errr, what's this all about? Drop ships? Community warfare? Can someome explain or point to the place where it is explained?
Whatever it is, sounds interesting, any ideas when it is comming, this year, next year?

#126 Logan Hawke

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Posted 09 October 2014 - 09:33 AM

Oh lordy lordy thank you for 1) Keeping the seasons and 2) switching to tonnage.

This is going to be fun :3

Now all we need are flavor animations all over the place...

#127 MightyMeatShield

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Posted 09 October 2014 - 09:33 AM

At the time LPs were discussed during the time the Phoenix package was released, the community had a very different understanding of how CW was going to roll out (there was no discussion of seasons or a separate CW queue, etc) and many made their Faction Medallion choices based on the information available at the time.

Now that CW is shaping up to be different from what was originally communicated/envisioned by the community writ large, can we get one-time reset on the chosen Faction Medallions just before the Loyalty Point mechanic is complete and LPs are able to be accrued?

#128 Sadist Cain

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Posted 09 October 2014 - 09:36 AM

View PostPaul Inouye, on 08 October 2014 - 05:53 PM, said:

[color=orange]Ejecting[/color]
We are implementing the ability to eject from your BattleMech for Drop Ship mode. This will prevent running around on the field as a pogo stick if you don't want to be in that situation. The implementation will be as follows:

An assignable key [O by default] will trigger the eject sequence.
The player must HOLD this key down for [10] seconds in order to eject. The amount of time will be determined based on "denying the enemy a kill" mentality which would be rather poor to have happen all the time.
Upon ejecting, a large pulse of damage is sent to the 'Mech's head component and the 'Mech is destroyed.
The ejecting player is sent to the standard "death" screen and eventually to the drop ship selection screen.
Attacking players will still get assist and most damage kill stats, but the final blow stat will not be given.

Doing very good on the practicalities there.

However you must be aware that the main reason most people want the eject feature is thus...


2:05

Standard death screen? ... That's not ejecting :(

Go oooon, splash some sexy on it :P

Edited by Sadist Cain, 09 October 2014 - 09:38 AM.


#129 TygerLily

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Posted 09 October 2014 - 09:57 AM

As far as an animation/short vid: wouldn't it be simple to make a general movie file and just have the game queue it up? Rather than loading a "launch sequence level", etc.?

View PostPaul Inouye, on 08 October 2014 - 05:53 PM, said:

Further down the road however, when we decide to put logistics into the game, then yes, drop ships, jump ships etc will start making a difference in how you move around the IS Map and into battle.


This is my dream CW right here! I want my unit or myself to have a time/place on the map. I'm okay with being dumped into a random defense queue but if the battle isn't in "my" vicinity, just have a random name generator assign me a name. It kills me that I'll be on one side of the galaxy then with a click of a button I'm on the other.

I'm 100% on board with competitive, meta-focused, PvP gaming but I don't it's inclusion must exclude any cool RPG aspects.

View PostPaul Inouye, on 08 October 2014 - 05:53 PM, said:

The more we look at true faction role-playing, the more it becomes apparent that this is Phase 3+ content.


Or even high ranking Loyalists! xD That would be dope. Let them put together merc contracts with Cbill limits higher than the auto-generated defense contracts BUT at the end of a planet's defense they can choose to pay or not pay the merc unit. FAKE DRAMA!! We want it now!

FWIW, here's my ideas if I were doing CW:

Spoiler

Edited by TygerLily, 09 October 2014 - 09:58 AM.


#130 Threat Doc

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Posted 09 October 2014 - 10:00 AM

Alright, I have some questions about all of this. Overall, the basics of what you have mentioned in your post sound pretty good, but you know I’m going to push you guys. So, here goes…

View PostPaul Inouye, on 08 October 2014 - 05:53 PM, said:

The Leopard Drop Ship is now a VTAL (Vertial Take-off And Landing) ship. It will be used to drop 'Mechs off at various respawn points on the map. This specifically allows us to either swoop the Leopard into the game space to drop 'Mechs off at low altitudes, or do high altitude/near hover drops of 'Mechs into the game space. The animations involved are in our test level at the moment and is visible in debug builds. We will probably be doing some video capture next update.
Will there be a drop statistic recorded for these things, when a ‘Mech is dropped off. I ask because I have a HALO Achievement for each of the weight classes, but each requires a certain number of HALO drops to earn the Achievement.

Armageddon Unlimited HALO Achievement

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The Drop Ship functionality of dropping a new 'Mech into a match is now ready for testing and will happen later this week.
Gabriel Iglesias excited scream!

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The gameplay logic that drives the overall Faction Warfare loop is near completion. This is the loop that involves looking at the IS Map, selecting a planet, selecting attack/defend and entering the match lobby. There are still few points to finish up but it is tracking on schedule.
My concern with this, particularly with the defense side, is that my guys are NOT going to be online 24/7, at least not yet –I’m sorry, there’s a lot that’s taken place with this game that has driven a LOT of good people off, though I believe your forthcoming marketing campaign will regain many of those numbers–, and I don’t know how a defense will be mounted against aggressors on worlds where my players are not able to be present?

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Drop Ship mode is being changed to a minimum and maximum tonnage limit rather than a strict 1 Light/1 Medium/1 Heavy/1 Assault limit. For example, we might set the Drop Ship limitation to [140] tons minimum and [240] tons maximum. You MUST take 4 'Mechs meaning you cannot take 2 100 ton 'Mechs and leave the other two slots empty.
This is something I’m still very concerned about; this change is a DEFINITE step in the right direction, and I appreciate the engineering and programming work that is going into this. I also know this is preliminary and, in all likelihood, will change if it’s proven to be onerous against players of this game. Hence, the following question... you’ve made a minimum and maximum for each pilot, with no sharing of leftover tonnage, and that’s fine; however, I would request that the maximum of 4 ’Mechs remain, while the minimum number is removed. My reasoning is this... a player bringing too many ’Mechs can really upheave a match, because they can come from multiple directions, at great speeds, and build extraordinary disruptions over the course of a drop period. However, someone bringing fewer than four is simply putting themselves at a disadvantage, as higher numbers on the other side could be used to still overwhelm the fewer numbers of available ’Mechs for the field, but not to such a great degree that better pilots will discontinue being able to drop more ’Mechs with their fewer. As well, if both sides took fewer ’Mechs to the field, the battle will be completed more rapidly, anyway.

Now, of course, if it’s an engineering issue, where artificial limitations have been set into the program, whether they are necessary for the successful function of other portions of code, or not, then this will likely be ignored. However, if these limitations are, indeed, artificial and unnecessary, then you might consider opening the playing field for your players to better control how they play the game, rather than working so very diligently to restrict absolutely everything you possibly can. May the illusion of control ever be in your court, in that case.

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It will still be required that Merc Units/Lone Wolves (MU/LW for the rest of this explanation) align themselves to a House. However, they can switch alignment after a specific amount of time has passed.
Is EVERY MechWarrior presently engaged in a single mercenary unit required to join the SAME House? If I have fifteen active people in Armageddon Unlimited, would ALL of us have to be registered with House Davion, or would EACH MechWarrior be allowed to select their own alignment, and then the compiled Loyalty Points be the overall calculation for the mercenary unit, as was discussed in the first posting concerning Loyalty Points?

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Players were concerned about being able to open the invasion gates without having jump jets. The image below shows how the level has been designed with side paths that give non-jump jet 'Mechs the ability to shoot over the gate.
Thank you. That was very kind of you to consider and put into the game.

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While we explore PVE content in 2015, this may return as something we could do to really sell the feeling of a planetary battle about to kick off.
Another GI scream!!!

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The Call to Arms is more of a "go check out the Faction Tab now" system rather than "Match 10984 is kicking off now".
Thank God! However, if this turns out to NOT be at the three fixed times per day you were talking about, recently, will we be able to opt-in to email and/or text notifications?

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If a planet is attacked, and no defenders show up within a reasonable time frame, the attackers will automatically get the win on that planet.
With the current population of this game, that is not fair in the LEAST. Please consider allowing unit commander’s to set up times and days for this? Three separate times/dates, three for each Commander, as proposals for the other Commander, should work. If the two commanders are incapable of getting people to any of the proposed times, there should be proxy units proposed by each Commander, and then each Commander can try getting a game together, the first to reach that goal being the winner, by each negotiating with the proxy unit proposed by the opposing Commander. It’s simply extremely UNFAIR and wrong for a group to work hard to gain control of a world, only to have it taken from them, without a fight, because they can’t get anyone there.

Now, get the population back up to what you had in pre-Beta 2011, and then that won’t be a problem, anymore. And, don’t try to tell ANYONE here that the population has exceeded that, because we already know it doesn’t. That’s not me being negative, that’s just the truth.

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Is the design goal of planetary conquest to give a match based more on objectives than taking out the enemy forces? To give an exampe, Conquest mode as it exists currently is still primarily focused on taking out the entire enemy team as opposed to winning on capping. Capping is the secondary objective and is the least likely victory condition.

MWO is an online multiplayer game that is always going to be focussed on the PVP aspect of a battle.
Okay, but multi-player games do not have to be “kill each other” ALL the time, as you’ve proven with Conquest mode. What I’m asking about is objective-based games that actually require intelligence and tactics to finish, not “go here, wait for the enemy, try to kill them, unless they kill you first, wash-rinse-repeat”. There SHOULD be more than one way to win a fight; for Conquest, that was meant to be in resource collection, but that mode of play is greatly ignored, now, because of how crappy it’s designed. Put some umph into it, for pete’s sake, and think about how to make the maps as they are, but with procedurally-placed points, random, where no one knows where every point is going to be all the time, and make the objectives more than “stand here, wait for a bar to turn blue, and drive on”.

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Remember that modules are considered end-game content. They are hard to unlock and relatively expensive to purchase which means the decision making behind what you spend your CBills on is a very consious decision that you make on a case by case basis.
Then don’t make them immediately available. Make it so they’re hidden until a pilot does more than collect enough GXP to purchase the skill, and then allow them to ONLY see what is available to them to spend as a result. Right now, they ARE NOT REMOTELY end-game content, should not be anywhere near as expensive as they are –GXP for each module type/skill is fine, but C-Bills are entirely too much–, and it’s ridiculous that these are available from the get-go, if they’re end-game content.

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The invasion conflicts between Clan and IS forces will be supported by all factions under each force. This means any clan can participate in an attack on an IS planet. Any IS faction can participate in defending an IS planet from the Clans. Border conflicts between factions however will only involve the factions that share the contested border.
Okay, so the unique factions you have set up are, indeed, not unique at all, except in a very notional fashion? I understand the population is low, right now, but when it picks up, will you be looking at greater faction separation? When I say faction, as a veteran BattleTech player, it’s not just Clan on one side, and IS on the other, but it’s Clan Wolf, Clan Jade Falcon, Clan Smoke Jaguar, etc., and it’s House Davion, House Marik, etc., Magistracy of Canopus, Lothian League, etc., Wolf’s Dragoons, Armageddon Unlimited, etc., St. Ives Compact and Free Rasalhague Republic.

Methinks y’all better get your heads out and understand the importance of these factions, and that it’s NOT just Clan vs. Inner Sphere. You opened an amazingly HUGE can of whoop-ass, and now you gotta live with it, guys, hehe.

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Taxation for a Unit is something we can add at some point. We just want to make sure we cover the basics first. This is why there's a journal for coffer donations available to the Unit leader.
This is all fine and good and dandy, but it’s bass-ackwards. Contracts should be made between the Employer and the Merc Unit, the money goes to the Merc Unit, and then is dispersed per a system set up by the Unit Commander and/or their Command & Staff.

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We will be monitoring how the whole CW aspect plays out and will make adjustments as needed. As mentioned above, it also allows players to switch factions at some point so they can play both sides of the Clan Invasion.
What about those of us Unit Commander’s who keep track of our MechWarrior’s? This might really just put a boot straight in the ass of all the work we’ve done.

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Are there going to be any governing councils/bodies of any type in CW with real staff playing key roles in their chosen factions? Marik is a representative democracy, Davion a constitutional monarchy etc.

Not for Phase 2. The more we look at true faction role-playing, the more it becomes apparent that this is Phase 3+ content.
Will we be able to have any input, whatsoever, on what we would like to see in the Faction Management interface? Will we be able to select plug-in/module items to build our own management interface?

#131 Sudden

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Posted 09 October 2014 - 10:05 AM

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CW should be your future focus, with all rewards and incentives drawing people to that. Not your rinse and repeat TDM that we've been playing for the last 2 years because we HAVE to, not because we WANT to.

thanks Roadbeer this is how I feel too. CW looks like a total wash

#132 Haroldwolf

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Posted 09 October 2014 - 10:24 AM

Hi,

I am sure we have very talented modders on the MWO community. Why not take adnavtage of that for making maps? With the right tool and objects they could be a big asset for PGI!

#133 Mechteric

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Posted 09 October 2014 - 10:30 AM

I think 240 tons is perfect, but you really REALLY shouldn't require people to take 4 mechs. If someone wants to field 2 Atlases why force them to take two locusts along as well? They most certainly are there just to fulfill the requirement, as an Atlas pilot isn't going to actually "use" them. It doesn't make sense to me at all.

Edited by CapperDeluxe, 09 October 2014 - 10:31 AM.


#134 AgroAlba

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Posted 09 October 2014 - 10:35 AM

I sure wouldn't go much higher than 240. Sounds interesting overall though.

I really really really hope y'all at least put some VFX on the ejection sequence. Even if it's not the cool FPS ejection we saw in the concept trailer, at least give us a visual que that we're ejecting. switch to 3pv and watch as a ejection seat/pod rockets into the sky, SOMETHING. :)

#135 Threat Doc

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Posted 09 October 2014 - 10:47 AM

View PostRoadbeer, on 09 October 2014 - 07:39 AM, said:

This bothers me, a lot.

Since the beginning, Faction Warfare was one of the "pillars", and all along it has been treated as a 'Meh, we'll get to it", and now it's being treated like the private match system for the Esport crowd.

Is your game about the great Houses fighting each other, and the Clans, or not? You do realize that most of the people who have stuck with you, on and off, over the years have been waiting for CW?

CW should be your future focus, with all rewards and incentives drawing people to that. Not your rinse and repeat TDM that we've been playing for the last 2 years because we HAVE to, not because we WANT to.
Amen, Roadbeer! Amen, brother!

#136 Postumus

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Posted 09 October 2014 - 10:53 AM

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[color=#a8e558]We have to be able to swap ALL modules between ALL 4 mechs between the spawn periods, otherwise this will be a huge disincentive to all pilots, especially those who don't own that many! You don't want that greenhorn that just bought his first module to feel disadvantaged after he lost his first mech![/color]

Remember that modules are considered end-game content. They are hard to unlock and relatively expensive to purchase which means the decision making behind what you spend your CBills on is a very consious decision that you make on a case by case basis.


Please, please reconsider this. Modules stopped being non-required, end of game, customization content when the negative attributes were removed (extra heat on the range modules). Now they are just another upgrade that is required to be competitive in the game, like Endo Steel and DHS. With that in mind, remember that CW is going to be all about competition, and unless you want to price out players who haven't been at this for more than 6 months, modules should be able to be moved around. I should mention that even founders like me who have been playing since closed beta often do not buy multiple copies of modules to equip mechs, they just move them around (even though its a giant [intended?] pain in the butt with UI2.0).

Ideally, all modules should work on an unlock basis, where they are unlocked once and can then be slotted into any number of mechs, limited only by the mechs slots. They already cost a ton of GXP and more C-bills than some light mechs, and there's no reason we shouldn't be able to either move them around freely or equip unlocked modules on multiple mechs without paying millions of cbills each time.

Edited by Postumus, 09 October 2014 - 10:55 AM.


#137 Azakael

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Posted 09 October 2014 - 10:55 AM

View PostRoadbeer, on 09 October 2014 - 07:39 AM, said:

This bothers me, a lot.
Since the beginning, Faction Warfare was one of the "pillars", and all along it has been treated as a 'Meh, we'll get to it", and now it's being treated like the private match system for the Esport crowd.

Is your game about the great Houses fighting each other, and the Clans, or not? You do realize that most of the people who have stuck with you, on and off, over the years have been waiting for CW?

CW should be your future focus, with all rewards and incentives drawing people to that. Not your rinse and repeat TDM that we've been playing for the last 2 years because we HAVE to, not because we WANT to.


Agreed. If the rewards for Community Warefare do not outweigh the cost of dropping in a CW match, versus a Public Queue match, then CW is going to die. Immersion itself is not going to outweigh the difference.

Now, if CW offers things that cannot be acquired through public queue play - faction specific camo specs, or significant discounts on faction specific mechs, to name but two - then you have something that may be worth a lower c-bill/ hour rate. But that needs to be ready to go out of the gate, not, "Once people start earning the LP needed for these items will we release them..."

#138 Deathlike

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Posted 09 October 2014 - 10:55 AM

View PostHoax415, on 09 October 2014 - 02:28 AM, said:

This is not optional. Otherwise the strongest strategy would be to never defend your faction's worlds only attack because then you can never lose a planet. There must always be a way to "win" for your side even if the opponent's can't muster 12 guys.


I would like to believe you read the underlying context of what I wrote, before you think that was what I implied.

My point was simply that yes, there will be forfeitures of matches. However, it should not be the primary factor of owning territory. It's understandable that smaller factions will have less territory by nature, because you can only have so many people defending. The idea that you'd win solely by overwhelming force (like say the biggest clan faction decides to overrun one of the smallest IS factions in the game) because there's not enough people to defend is not considered "good for the game". I DID NOT SAY planets wouldn't be lost. It shouldn't be an easy freebie.

#139 OznerpaG

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Posted 09 October 2014 - 11:16 AM

overall love what i'm hearing!

i like the idea of mandatory 4 mechs. i don't see what's so wrong with bringing 2 Atlas and 2 Locust - some games that last Locust could save your ass and win the fight. and it'l be nice to see more light mechs getting purchased and used as weight filler because we'l actually see more lights in game

what i am confused about is the preservation of the PUG queue - the PUG queue is nothing more than a glorified training ground with live mechs and 4000 games later i'm done with training

i want to make CB as a merc fighting for the great houses. i want to FIGHT for something and earn my CB to buy better mechs and equipment - that's what Battletech is all about and what i'v been waiting for for a year and a half. don't give me the game i'v always wanted but force me to play another 'side game' just to be able to play the game i really want to play

Edited by JagdFlanker, 09 October 2014 - 11:20 AM.


#140 Kirkland Langue

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Posted 09 October 2014 - 11:19 AM

View PostDracol, on 09 October 2014 - 07:02 AM, said:

After a battle starts, there are three waves of reinforcements. You will drop in all 4 mechs you bring in your dropship.

Well then it makes sense to need 4 mechs - though I'm pretty sure that originally the CW discussion was to have 1 reinforcement wave after the gate was knocked down. Either way, if it is 4 then that is fine.





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