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Community Warfare Update - Nov 20 - Feedback


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#61 Wintersdark

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Posted 20 November 2014 - 11:18 PM

View PostTygerLily, on 20 November 2014 - 10:40 PM, said:


Good point, although some part of me hopes that too small of a time period doesn't make a contract too frivolous. I'm hoping longer contracts give higher rewards.
That's what they said would happen - longer contracts offer higher LP rewards.

#62 Shiroi Tsuki

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Posted 20 November 2014 - 11:37 PM

Assuming that both teams are equal in terms of Mechs, skill and team work, wouldn't it put the attacking team in disadvantage? If you are an attacker, you will have to face the enemy team, the turrets AND the objective. If you are on the defending team, you only have to worry about that attacking team. How is this going to be balanced out?

#63 Thanatos31

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Posted 21 November 2014 - 12:10 AM

Awesome new, the visuals are looking really good!

The Map Update looks waaaaaay better.
I like the idea of large maps; its better than have brawling contests on "every map"

Have you thought about giving Founders or Phoenix Pack buyers an early test window to show some love for their support over the years?

Thanks

#64 KuroNyra

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Posted 21 November 2014 - 12:11 AM

NICE WORK RUSS! CONGRATULATION ON THE ARM WRESTLE! :D


Epic image, epic information.
I am pleased by the work done.

Now, we need to actually see the gameplay and test.

#65 Alex Warden Wolf

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Posted 21 November 2014 - 12:24 AM

if i am right, it´s about midnight over there... so can i expect the Q&A for this latest article anytime soon? ^^

#66 Hellzero

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Posted 21 November 2014 - 01:25 AM

I want to say this out loud here before anyone else does:
- Paul, I know you got some flak coming your way in the years past under IGP; but in my opinion, seeing the design lay-outs/directions you're taking with all this; taking the Community head-on just like Russ; I want to give a big round of applause for the:

Most Gut Wrenching/Exciting Post Out Here In The 2014!

Thank You PGI for what you're doing to my most most favorite & beloved IP of all time!
  • Open communication with the Community; pumping out new maps with both elbows & arms; throwing out excellent looking Battlemechs & keeping most of the game in balance
  • Come what may, and what ever may the 2015 hold for us.. If this is the pace things will continue; I will buy every Mech Pack out there to just support for this game to roll onward. For the investigation of PvE content for 2015 is something I am following keenly.
Thank You

Edited by Hellzero, 21 November 2014 - 01:25 AM.


#67 Lily from animove

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Posted 21 November 2014 - 01:28 AM

View PostMechwarrior Buddah, on 20 November 2014 - 05:57 PM, said:

Yeah, honestly ID be fine with not HAVING to bring 4 mechs if we still get 240 Tons.

Otherwise itll likely be with 2 atlas and 2 locusts to get blown up


and if you make 240tons you will see too many 100t + a medium, or fear the trio of a wolfpack consisting of TBR TBR TBR. because thats totally enough for a clanner to rule the battlefield when he is a skilled pilot.

140-240t and 4 mechs is a good thing to force a kind of softer balance and keep some diversity for various mechs in the middle tonnaged ranges.

CW will create some real strange things, like 12 lights at the same time, or imagine 12 assaults at the same time, I am sure some weird steiner clan is going to do that just for the lols.

Edited by Lily from animove, 21 November 2014 - 01:29 AM.


#68 warner2

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Posted 21 November 2014 - 01:53 AM

Quote

A player who had their ‘Mech destroyed at X+29 seconds will have to be fast with their ‘Mech selection or they will carry over to the next [30] drop meaning they will drop back into the match at x+31 seconds.

Players can only miss 1 drop. If a player does not make a valid ‘Mech selection within 2 drop cycles, they will automatically be assigned the first available ‘Mech from left to right in their Drop Ship layout.

Perhaps you should always assign the first available 'Mech from left to right in the drop ship layout. Allow the player to change it, if they choose. That way the player at X+29 has to be fast only if they wish to change the default assignment and they won't miss the next drop and have to wait +30. It also means when I build my drop ship layout I order the 'Mechs in the order I want to play them and then I don't have to make any assignments in-game because the default assignments are then correct.

Edited by warner2, 21 November 2014 - 01:53 AM.


#69 mechbane

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Posted 21 November 2014 - 01:56 AM

if they do that then its worth while for everyone to become "permanent" just for the boosts, I think it should be an LP boost only to keep things fair.

#70 Atkins0n

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Posted 21 November 2014 - 02:33 AM

Are lights in general going to be of any use? Why would I not just take 4 stormcrows. (I am clan some reason my forum profile comes up as davion.)

#71 Grantham Besat

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Posted 21 November 2014 - 02:50 AM

Honestly this will be a strategy battle. Large maps with some open areas will punish the murder ball pub mentality. I dont want an open wasteland with no cover but I dont want to be fighting the same 50 paces brawl feast people aim for every pub match. Lets enjoy somthing beyond testing how twitchy you are or how fast your computer runs. Lets test our brains and see who out maneuvers who.

#72 Elizander

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Posted 21 November 2014 - 02:52 AM

I think that the rewards/bonuses for longer contracts should be exponential.

7 days contract = 0% of the bonus
14 days = 10% of the bonus
21 days = 25% of the bonus
28 days = 50% of the bonus
Perma = 100% of the bonus.

#73 Kageru Ikazuchi

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Posted 21 November 2014 - 03:05 AM

Drop Ships ... cool ... love the pic.

Contracts ... not sure this is necessary, but OK, whatever.

Invasion Game Mode ... I desperately hope you're testing the viability of a TBR + 3x SCR (for example) long-range direct fire deck to simply camp a strategic area. I'd much rather run into a dozen hair-on-fire crazy Thunderwubs than try to play peek-and-poke against a dozen well-coordinated C-ERLLs melting legs from 1000+ meters away.

Customized images to art assets for future game modes ... OK, I'm intrigued.

The maps ... nice ...

#74 QuimMorius

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Posted 21 November 2014 - 03:57 AM

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#75 Sky Hawk

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Posted 21 November 2014 - 04:18 AM

View PostShiroi Tsuki, on 20 November 2014 - 11:37 PM, said:

Assuming that both teams are equal in terms of Mechs, skill and team work, wouldn't it put the attacking team in disadvantage? If you are an attacker, you will have to face the enemy team, the turrets AND the objective. If you are on the defending team, you only have to worry about that attacking team. How is this going to be balanced out?


Lol.. Advantage on the defenders side! That, is the main reason for building a defense base!.. (Least in the last 5.000 years of human history..) The defender side must have some advantage, otherwise the whole base thing is just useless... lol.. It musn't be balanced!

If the attackers are stronger, smarter, better.. they will win, and take the base. If they are weaker, or even equal skilled, they will die in vain.. with right...

Edited by Sky Hawk, 21 November 2014 - 04:20 AM.


#76 Wintersdark

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Posted 21 November 2014 - 04:20 AM

View PostShiroi Tsuki, on 20 November 2014 - 11:37 PM, said:

Assuming that both teams are equal in terms of Mechs, skill and team work, wouldn't it put the attacking team in disadvantage? If you are an attacker, you will have to face the enemy team, the turrets AND the objective. If you are on the defending team, you only have to worry about that attacking team. How is this going to be balanced out?
I'd assume it isn't going to be "balanced out". CW isn't about perfectly fair matches.

Attacking a fortified position, taking over a planet, should be harder than defending it.

#77 Threat Doc

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Posted 21 November 2014 - 04:58 AM

View Postwarner2, on 21 November 2014 - 01:53 AM, said:

Perhaps you should always assign the first available 'Mech from left to right in the drop ship layout. Allow the player to change it, if they choose. That way the player at X+29 has to be fast only if they wish to change the default assignment and they won't miss the next drop and have to wait +30. It also means when I build my drop ship layout I order the 'Mechs in the order I want to play them and then I don't have to make any assignments in-game because the default assignments are then correct.
I have to ask myself, "Is it really going to be that difficult for me to select the next 'Mech I'm going to take?" After your first 'Mech, you'll only have three left in the bay; is this really that much of an issue? Are you working with a team? Will the battles ebb and flow? Will you be communicating needs?

View PostAtkins0n, on 21 November 2014 - 02:33 AM, said:

Are lights in general going to be of any use? Why would I not just take 4 stormcrows. (I am clan some reason my forum profile comes up as davion.)
When are light 'Mechs NOT of use. I keep hearing complaints all over the place about how heavies and assaults rule the battlefield, but that's a bald-faced inaccuracy, at best. Lights rule the battlefield; it's a standing order in my unit that Lights have to die, first, and then maybe we can have an even fight with the remaining opposition. Lights are so OP in this game it's stupid, and they just keep getting more and more OP with ECM, jump jets, hit box registration still being way off, etc. Stop crying about the usefulness of Lights, because I'm telling you right now, they definitely are way beyond useful in this game.

#78 Shiroi Tsuki

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Posted 21 November 2014 - 05:32 AM

View PostSky Hawk, on 21 November 2014 - 04:18 AM, said:


Lol.. Advantage on the defenders side! That, is the main reason for building a defense base!.. (Least in the last 5.000 years of human history..) The defender side must have some advantage, otherwise the whole base thing is just useless... lol.. It musn't be balanced!

If the attackers are stronger, smarter, better.. they will win, and take the base. If they are weaker, or even equal skilled, they will die in vain.. with right...

Yeah, and if it's not balanced, the whole match will likely be another TDM like what you have in cod SnD (My apologies for bringing up cod on this one) To the attackers, why attack the objective and the enemy, putting you team into the disadvantage when you can just take out the enemy team while ignoring the objective?
This is all based on my experience with Assault. I often take that commander role and PTFO. Whenever we defend, 9/10 we WILL win, because we have the terrain advantage AND the turrets. It would be pointless to have Dropship mode, if the majority of the games became another Skirmish.

#79 Heffay

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Posted 21 November 2014 - 05:48 AM

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#80 Almond Brown

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Posted 21 November 2014 - 05:55 AM

View PostSky Hawk, on 20 November 2014 - 06:14 PM, said:

stuff

- OK, THAT IS IMPORTANT: I am not sure.. that my PC can load the Dropdeck-screen in 30 seconds... So, if someone has a slow/old PC can never choose his/her next Mech?


From the Doc.

Quote

Players can only miss 1 drop. If a player does not make a valid ‘Mech selection within 2 drop cycles, they will automatically be assigned the first available ‘Mech from left to right in their Drop Ship layout.


So Load such that you get them in the order of your preference.





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