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Community Warfare Update - Nov 20 - Feedback
#101
Posted 21 November 2014 - 08:47 AM
#102
Posted 21 November 2014 - 08:48 AM
heimdelight, on 20 November 2014 - 06:47 PM, said:
With 70+ Alphas being dealt at 600m+ ranges, have you considered the massive drawbacks for attackers running into open areas? I'd imagine defenders are going to win majority of these match-ups unless the terrain directly favors attackers in some way. There is just no possible way a defending team with advantageous terrain can approach Clan 'Mechs with Targeting Computers and Weapon Modules.
I'd imagine the static dropship spawns play a role for defenders who push too far up, but I may be wrong.
The alphas or the ability to snipe doesn't worry me. If someone wants to get blown up because they are shut down, that is their prerogative. They are just easier prey for me. In games the defending force usually has the advantage. Being able to select your terrain has always been a tactical must.
I for one am extremely excited. This is going to be fun! ~Grins
#103
Posted 21 November 2014 - 09:07 AM
#104
Posted 21 November 2014 - 09:13 AM
#105
Posted 21 November 2014 - 09:16 AM
#106
Posted 21 November 2014 - 09:27 AM
![Posted Image](http://i.imgur.com/iLnErEj.png)
Spend some MC man! Get a real mech and paint it pretty!
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Edited by Apnu, 21 November 2014 - 09:53 AM.
#107
Posted 21 November 2014 - 09:55 AM
AWESOME
Edited by NUK3, 21 November 2014 - 09:55 AM.
#108
Posted 21 November 2014 - 10:33 AM
That Guy-
"I too liked the longer contract times. maybe the shortest contract should be 14 days, then 30, then 60. 7 days just seems too short. for some people that's only a day or two of available game time.
but I also have a question about alignment. so If i choose a permanent alignment does that dictate which units i can join? or does the new unit simply override my permanent choice?
additionally i also think that the 30 second re-spawn timer is too short. i think a longer timer would create a more dynamic experience rather than a bunch of people just YOLOing to get a new mech in a few seconds. such a short timer promotes a more wreckless mindset
maybe even consider different timers for attacker and defender. for example a 3 min timer for the attackers, and a 5 min timer for the defenders. this would help to counter the inherent advantage defenders have. this can also create a more push and pull experience, rather than just a constant stream of new arrivals. plus with a 30 second timer after 5 min of a match the sky will be buzzing constantly with drop-ships.
and there needs to be incentives for not loosing mechs. like a cb or XP multiplier for each respawn phase you are still alive. this would also be helped by having a reinforcement phase every few min rather than every few seconds."
Edited by Merit Lef, 21 November 2014 - 10:34 AM.
#109
Posted 21 November 2014 - 11:02 AM
warner2, on 21 November 2014 - 06:59 AM, said:
The issue is that it isn't planned to work that way based on what Paul wrote:
They don't wait 1 second and GO. They wait 1 second then wait another 30 seconds because they didn't select in time.
OK, you got me. Can you guess how many times I have been killed by Flamers in MWO? About the same number of times I will likely have 1s to select another Mech and go.
Holy **** lads. Remember the grass on the other side of the fence once in a while ffs.
#110
Posted 21 November 2014 - 11:04 AM
#111
Posted 21 November 2014 - 11:08 AM
Hoax415, on 21 November 2014 - 07:55 AM, said:
stuff
You can only solo in CW queues that Davion contracted players are eligible to participate in.
Whatever your unit contract is determines your status for group drops AND solo drops.
That may explain the reduction in Contract time frames then. For small(er) groups, the other set of contracts would lock their players in when perhaps some of them may not like to fight Solo for that House (for "reasons") they are currently under contract with. A month is a long time to be forced, as a Solo, to fight under that Banner without recourse.
#112
Posted 21 November 2014 - 11:43 AM
Edited by Johnny Z, 21 November 2014 - 06:01 PM.
#113
Posted 21 November 2014 - 01:26 PM
#114
Posted 21 November 2014 - 01:32 PM
#115
Posted 21 November 2014 - 01:57 PM
Walluh, on 21 November 2014 - 01:32 PM, said:
It could be a smart and good move.
IF the rewards make choosing the under 1 month less desirable.
Say if the 1-2 week type contracts only pay in cbills. No LP of any kind.
That way they are offering something that many/some players will want (very short contracts) because they want to swap clan and IS all the time (or they think they do) or perhaps the hardcore merc-life players who think fighting for a house is stupid and LP rewards (house bling at launch) is stupid. So they'd rather fight for cbills and switch sides whenever they want.
I'm down with CW's Contract System servicing more types of players.
But the shortass contracts need to offer no LP or almost no LP and personally I think that no LP but some bonus cbills would be better than say a 75% LP penalty for 1 week contract compared to 1 month or whatever.
If the 1 week LP gain is anywhere near the 1 month LP gain... That's a really bad decision.
Because the 1 month LP gain should be nothing compared to the permanent "contract" LP gain.
Edited by Hoax415, 21 November 2014 - 03:30 PM.
#116
Posted 21 November 2014 - 02:56 PM
Hoax415, on 21 November 2014 - 01:57 PM, said:
IF the rewards make choosing the under 1 month less desirable...
...Because the 1 month LP gain should be nothing compared to the permanent "contract" LP gain.
Agreed.
Perhaps there could even be a sliding scale of sorts. Not that you should be able to give up ALL C-bills to get 100% LP, but as most Mercenaries are "All about the C-bills" EVERY contract should have an option to cash in ALL LP for extra C-bills... at least IMHO.
#117
Posted 21 November 2014 - 04:52 PM
#118
Posted 21 November 2014 - 05:19 PM
Agent Cooper, on 21 November 2014 - 04:52 PM, said:
Two Community Warfare maps are for (all intents and purposes) complete, with work continuing on a third. These will be reused time and again. I welcome this and have no problem seeing any number of Worlds replicated by 2 or 3 maps at the start. Flags pennants and guidons wi
Latest word is the first map will primarily be extremely open terrain (think Alpine and Caustic) and thus friendly to LRMs.
Edited by Prussian Havoc, 21 November 2014 - 05:30 PM.
#119
Posted 21 November 2014 - 05:29 PM
Edited by M4NTiC0R3X, 21 November 2014 - 05:31 PM.
#120
Posted 21 November 2014 - 05:40 PM
The last info from PGI about maps was they have a rather large 'inventory and catalogue' accumulated of objects, items, and features.
- This will greatly speed up the map production time, rather than 6 month's or more, they can be built in parallel.
- The latest from Paul indicates that some objects or elements will be getting different Faction 'markers' or 'indicators' showing what Faction they currently belong to.
- As well as 'future' new elements presented into the maps, now I'm really curious, ground elements with Faction Logo's?
The time limit for map creation should now be as short as monthly. With, as I indicated , a few being constructed together.
- The layout of the terrain can be generated by the game masters, and the referenced and already built materials just added in.
(no need to spend months creating and testing new objects for each map, but have a team of a few just building new items for inclusion on whatever maps they are needed on. - All added to the inventory catalogue.)
Russ did say that the map time would go from months to 1/4 that time. And cost very little now.
9erRed
Edited by 9erRed, 21 November 2014 - 05:41 PM.
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