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Community Warfare - Phase 2 Update - Oct 8 Feedback


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#81 RustyBolts

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Posted 09 October 2014 - 03:16 AM

Every thing sounds good. I do have a concern that the eject option will turn into a troll option when a pilot decides to hide and eject instead of fight like those who run out of bounds.

#82 DoctorDetroit

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Posted 09 October 2014 - 03:27 AM

View PostLily from animove, on 09 October 2014 - 02:52 AM, said:

wait, there is no 1/1/1/1 rule, so far. Its said: 140-240t and 4 mechs. So I can slap in 1 TW and 3 Sc's for example? Or 2 dakka wolfs and 2 lynx

Or a drop ship full of mad dogs. 4x6xsrms6 in a single dropship o.O MADNESSSS


This will make taking those 100 tonners down a major win because unlike the the normal matches, 1/3rd of a teams mechs won't be 100 tonners (unless they like locusts).

#83 White Bear 84

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Posted 09 October 2014 - 03:33 AM

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

In some previous update I'm fairly certain that they said there will be one last free Faction swap available before CW but once all systems are finalized and can be explained to people so they can make an educated choice.


OK, thanks for the info :)

#84 Unnatural Growth

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Posted 09 October 2014 - 03:41 AM

Quote...

[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.

Unquote...

You really didn't answer this question at all. Please specifically indicate if you are planning on letting us change out modules between mechs in drop ship, during respawn or not.

Thanks.

#85 Lily from animove

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Posted 09 October 2014 - 03:48 AM

View PostMorang, on 09 October 2014 - 03:02 AM, said:

With 240 tons you can't lol. Koshi is 25 tons. Wait for PGI to sort out MASC system and release 20-ton Dasher to accompany two Daishis with two of them.


true, damn math xD so maximum 1 100 tonner per ship, this is good for balancing. And IS will have a good bunch of fun taking their speedy lights and some lower tonnaged assaults into a single dropship.

#86 -Teiwaz-

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Posted 09 October 2014 - 04:05 AM

I am very happy that I will not be forced to to take one of each weight class, that for me was a key feature. Thank-you!

#87 ebea51

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Posted 09 October 2014 - 04:12 AM

Sounds all good.


After Community Warfare are we going to see game improvements that we actually need? Like:
- HSR improvements/regional servers
- Collisions
- HSR improvements/regional servers
- CryEngine Optimisation
- HSR improvements/regional servers
- Scaleform Optimisation
- Polish
- Polish
- More polish

... almost forgot, HSR improvements/regional servers and collisions.

Don't really want to compete for planets with hitreg the way it is, or people piloting they way they do because there is no consequences to poor piloting because theres no collisions... or getting stuck in buildings.... or getting stuck on a tiny rock mid combat in a mech that should, theoretically, crush that little rock to smithereens... or 3-dozen OTHER reasons...

Edited by ebea51, 09 October 2014 - 04:24 AM.


#88 Sudden

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Posted 09 October 2014 - 04:16 AM

mmm I guess we wont see a "new" mpbt 3025 ever again, so far with all the info we got, cw sounds like a total wash

#89 Myke Pantera

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Posted 09 October 2014 - 04:26 AM

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

[color=orange]Drop Ship Mode[/color]
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. The available tonnage is restricted to your personal Drop Ship. This means if you take under [240] tons, the remaining unused tonnage is NOT shared with the rest of your team.

AWESOME! This was my biggest concern, so now there is no need to pilot assaults if i don't feel like it! *Thumbs up*!

#90 Antonius Prime

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Posted 09 October 2014 - 04:27 AM

View PostLevon K, on 09 October 2014 - 02:31 AM, said:


Wait, what? I thought with the introduction of Community Warfare, there would be no need to play the same old boring unreal tournament online that's been going on since inception?

Please tell me I can participate in CW exclusively and earn C-Bills. In fact shouldn't it be more rewarding?

Yeah. I am starting to get the picture that CW is not intended to be the new way to play. It would seem that they want us to keep playing deathmatch to grind C-Bills to put into our Unit Coffers in order to be able to afford to play CW during peak hours. wash rinse repeat. Not sure how I feel about this. I was really thinking that CW would pretty much be the game once it is ironed out.

#91 Hoax415

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Posted 09 October 2014 - 04:30 AM

Because of the fact that CW is going to be much less friendly to casuals and new players and solo players it makes good business sense and good sense for the playerbase that CW is not becoming the entire game once it comes out.

That's why they probably won't make CW extra rewarding in terms of xp or cbills, it may even be less rewarding per minute played than normal public games.

That's why (along with population concerns) they are using timed windows for CW instead of 24/7 contested planets.

In 2012 I was expecting a spiritual successor to MPBT3025 but that dream died a long time ago.

Edited by Hoax415, 09 October 2014 - 04:31 AM.


#92 Elizander

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Posted 09 October 2014 - 04:38 AM

I would highly recommend that you add a new restriction preventing new players (those who have not finished their first 25 cadet matches) from participating. This will prevent much rage from competitive teams.

I also suggest a brief introductory screen or tutorial or explanation for those clicking on the tab for the first time just so people know what they will be getting into and a disclaimer that there is a decent chance that you will get your butt kicked if you don't know what you are doing.

#93 EarlGrey83

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Posted 09 October 2014 - 04:57 AM

Wow, this seems to go on faster than I had thought.

I realy like most of the new mechanics, especially the return to "weight limits."

Also, a new map codenamed frost? Could it be a frost map?^^ I´d like that.

keep up the good work :)

#94 Captain MKTauric

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Posted 09 October 2014 - 05:08 AM

Thank you very much for the update on the the planedTM CW features. A lot of of your ideas I appreciate.
I hope you continue this new and better communication style in the future. I'm looking into this future with best hopes.

Best regards from Strana Mechty

#95 CyclonerM

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Posted 09 October 2014 - 05:23 AM

View PostDavers, on 08 October 2014 - 07:18 PM, said:


While I do see some merits to the Eject function, I don't like it. It devalues mechs that aren't top of their class but are good 'zombie mechs' such as the Atlas D vs the Atlas D-DC. It makes the mechs feel more disposable and makes bringing secondary/back up weapons less desirable. Not to mention how it opens the door for griefing- guess no one is getting a kill on that last light mech ever again.

This is one of the reasons i like more repair and reloads on the field.

I would make it that the player who damaged the most the 'Mech whose pilot ejected gets the kill. As simple as that.

This would remove the need for the 10 seconds, too. I would like it to be 3 seconds, as in MW:LL. It is an emergency measure, indeed.

On another point, why any faction unit can defend ANY planet? As you said in the last update, Paul, a FedCom unit would never defend a Kurita planet or vice versa :huh:

Edited by CyclonerM, 09 October 2014 - 05:53 AM.


#96 Madok Silentfist

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Posted 09 October 2014 - 05:31 AM

I am curious about field logistics. Are there any plans on giving mechs a way of replenishing ammo while in a match? Perhaps a location they can fall back to and power down for x seconds to get reloaded?

Or will we be forced to either just bring energy builds or use the cool new eject feature when we run out of ammo? I "LOVE" the idea of ejecting out of a perfectly good mech because I'm out of ammo.

#97 Dracol

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Posted 09 October 2014 - 05:32 AM

View PostCyclonerM, on 09 October 2014 - 05:23 AM, said:


[size=4]This would remove the need for the 10 seconds, too. I would like it to be 3 seconds, as in MW:LL. It is an emergency measure, indeed.


I would agree with IF you were saving the pilot, like you did in MW:LL.

BUT, that is not the case here. Ejecting is not for saving one self, but for taking out a mech that would not be killed by the enemy in order for you to redrop.

The 10 second window gives your enemy a chance to earn the kill after you have realized you are combat ineffective. IMHO, any shorter and it could be used to grief the enemy. A player gets jumped by a large number of mechs and knows he has not chance, hit the eject!!!..... at least with the timer, the enemy has a chance to earn a kill.

#98 Steele Rein

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Posted 09 October 2014 - 05:49 AM

Great update. Thank you.

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

Edit: I did have one other comment: Why force 4 mechs? I like the tonnage limit of 140 to 240 Tons. If someone's just an assault pilot and only wants to take two 100 ton assaults and give up the other 2 respawn opportunities, why not let them? More choices makes a more interesting strategic game mode.

Edited by Steele Rein, 09 October 2014 - 06:00 AM.


#99 CyclonerM

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Posted 09 October 2014 - 05:57 AM

View PostDracol, on 09 October 2014 - 05:32 AM, said:

I would agree with IF you were saving the pilot, like you did in MW:LL.

BUT, that is not the case here. Ejecting is not for saving one self, but for taking out a mech that would not be killed by the enemy in order for you to redrop.

The 10 second window gives your enemy a chance to earn the kill after you have realized you are combat ineffective. IMHO, any shorter and it could be used to grief the enemy. A player gets jumped by a large number of mechs and knows he has not chance, hit the eject!!!..... at least with the timer, the enemy has a chance to earn a kill.

I know what you mean, but for example, in War Thunder the last getting damage (or the one with most damage inflicted, i do not remember) gets the kill if you eject from your plane.

BTW, i am quite happy that tonange limits have been given a chance finally! :D

Edited by CyclonerM, 09 October 2014 - 05:59 AM.


#100 bayoucowboy

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Posted 09 October 2014 - 06:05 AM

Thanks for the update. Looking forward to the rest of this year!





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