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Cw And Player Observation.


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#21 Mystere

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Posted 02 December 2014 - 10:50 AM

View PostWillard Phule, on 02 December 2014 - 02:46 AM, said:

CW is primarily aimed at organized groups, but rumor control has it that us "solo" players will have an opportunity to participate in at least a small fashion.


Why do people insist on using that word? It is no rumor.

#22 Mystere

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Posted 02 December 2014 - 10:53 AM

View PostMolossian Dog, on 02 December 2014 - 03:10 AM, said:

I await a lot of mid-game disconnects. PUGs cussing at groups, groups cussing at PUGs, groups cussing at other groups => disco.

One disco will lead to other discos, as noone feels like playing 20 minutes+ with a major handicap.


As someone who has so far played only solo since CB, all I can say to those folks are: What a bunch of wussies!

Edited by Mystere, 02 December 2014 - 11:09 AM.


#23 Almond Brown

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Posted 02 December 2014 - 10:54 AM

The initial CW game play will be 12 man Teams on Comms attacking planets with Teams of matching Defenders on Comms until after the first 50 (a random #) Matches get through the queue clearing it of the "Online at the Time" Comp Teams.

Then the "rest" of the players, will begin Attacks and Defenses of planets with a more PUG queue quality mix and match. Just don't be surprised that if you select "Defend" that you may always face the Comp Teams on Comms in some form...

As they add more modes, as noted above, hopefully smaller team and more focused payout based Contracts will be generated. ;)

Edited by Almond Brown, 02 December 2014 - 10:56 AM.


#24 Joe Mallad

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Posted 02 December 2014 - 10:56 AM

View PostMystere, on 02 December 2014 - 10:50 AM, said:


Why do people insist on using that word? It is no rumor.
right lol. Russ already said it himself. Single players will be able to jump into a que and join the unit/units fighting or defending at that time. The only thing single players will not be able to do is drop with a unit into the lobby as part of that unit. They will have to drop into the lobby solo and then join as filler and will not get credit IE name or unit patch over a planet, because they are not in a unit.

#25 Xtrekker

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Posted 02 December 2014 - 10:57 AM

Some restrictions I'd like to see for CW participation:

1) Restrictions on minimum eligible roster size based on unit type: House (24), Clan (20), Periphery (16), Merc (12), Pirate (12). Yes I pulled those numbers from my posterior.
2) Restrictions on minimum average team loyalty based on unit type. Average allows highly loyal leaders to compensate for less loyal members.
3) Unit actions can affect member loyalty.
4) Solo players can queue with Mercs or Pirates, based on loyalty rating.
5) Open up 8-man drops (all unit types) and 4-man drops (Merc or Pirate units).
6) Implement a raid game type that requires a fast response.
7) Implement a timed withdraw option based on unit type (say 8 mins for House/Clan, 6 for Merc/Periphery, 4 for Pirate). Withdrawals affect loyalty for non-solo members. CO initiates withdrawals. Withdrawal process is a 2 minute countdown.
8) ...

I want to keep brainstorming but I need to get back to work. :) Point being to add some dynamics that encourage small/casual groups to participate in role warfare, as well as some kind of basis for how different unit types should engage in CW.

#26 Almond Brown

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Posted 02 December 2014 - 10:59 AM

View PostMystere, on 02 December 2014 - 10:53 AM, said:


As someone who has so far played only solo since CB, all I can to those folks are: What a bunch of wussies!


Damn tooting. Won a Match last night down 2 DC's right off the bat. Likely friends or family and one didn't like the Map. It was Load Map... DC, then a 5 count and DC numero 2.

We just soldiered on... :)

#27 Mystere

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Posted 02 December 2014 - 11:12 AM

View PostAlmond Brown, on 02 December 2014 - 10:59 AM, said:


Damn tooting. Won a Match last night down 2 DC's right off the bat. Likely friends or family and one didn't like the Map. It was Load Map... DC, then a 5 count and DC numero 2.

We just soldiered on... :)


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#28 Coolant

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Posted 02 December 2014 - 11:50 AM

View PostGrantham Besat, on 02 December 2014 - 01:56 AM, said:

I know that many people do not want the game to be a job. I know I have been reading the forum and there is alot of people who have no clue what CW will be or keep saying we have no idea. The fact is Paul is posting regular updates and even listening to feedback to adjust stuff in this very forum. You know for a fact the map is going to be open and large because Paul told us. We know you have to breach a gate to get into close range of the defending team. We know that you need 4 mechs that weight atleast 140 and no more than 240 tons with complete modules to play. We know alot it is all there for all of us to read. So if you find yourself dying in Cw on that first day it really is your own fault. I know solo quee play for fun people are the majority of the player base. I just want that group to understand ahead of time that meta is always going to exsist as are try hards. Now that there is a leader board those groups will be forming up to win and you really have two choices and I am sure you know what those are.


Complete modules? Do you mean mechs that participate in CW MUST have fully loaded modules? Can you please link a post that says that if true?

#29 Agent 0 Fortune

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Posted 02 December 2014 - 11:55 AM

There seems to be this perceptionthat Community Warfare is going the be the meta-tryhard league, but I am having a hard time seeing it. An individual unit is going to be restricted to a specific theater (you have to contracted by a house with a limited front), and unless there are truly massive house/merc units out there with a surplus of excellent pilots they will probably be participating in one or possibly 2 battles that determine the fate of the entire planet (and there could be a dozen contested planets available to attack).

Plus once they actually hold a planet and plant their flag (tags), they have to maintain a defense force, people ready to respond to an attack, which will inhibit their ability to mount an offensive (it would suck to lose your planet while you were in the middle of another match). I just don't see this environment being dominated by "competitive" teams.

#30 Angel of Annihilation

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Posted 02 December 2014 - 12:08 PM

View PostSaobh, on 02 December 2014 - 02:53 AM, said:

As groups + solos are going to be mixed up and there still isn't any real way to give orders in game (command wheel or other )

I await a lot of really harsh stomps, its really going to be a massacre ... as the team which will have the most people with comms during a match is going to blow the unorganized one to smithereens each match.

PUGs life ^^


Yep we are going back to close beta game play. This was exactly how it was before they separated the group and solo ques. You ended up with a PUG fighting against a organized 12 man call out targets. Wasn't pretty for the PUG.

View PostAgent 0 Fortune, on 02 December 2014 - 11:55 AM, said:

There seems to be this perceptionthat Community Warfare is going the be the meta-tryhard league, but I am having a hard time seeing it. An individual unit is going to be restricted to a specific theater (you have to contracted by a house with a limited front), and unless there are truly massive house/merc units out there with a surplus of excellent pilots they will probably be participating in one or possibly 2 battles that determine the fate of the entire planet (and there could be a dozen contested planets available to attack).

Plus once they actually hold a planet and plant their flag (tags), they have to maintain a defense force, people ready to respond to an attack, which will inhibit their ability to mount an offensive (it would suck to lose your planet while you were in the middle of another match). I just don't see this environment being dominated by "competitive" teams.


You forget that CW isn't 24/7 persistent. There are going to be like 4-5 hour windows only at prime time in which planets will change hands therefore all a unit has to have is enough people on during those hours to defend it. figure really all you need is 30-40 players active, basically enough for 3 full companies to be prepared for just about anything.

#31 Molossian Dog

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Posted 02 December 2014 - 12:08 PM

View PostMystere, on 02 December 2014 - 10:53 AM, said:


As someone who has so far played only solo since CB, all I can say to those folks are: What a bunch of wussies!

And you would be right.

Still gonna happen.

#32 Kodyn

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Posted 02 December 2014 - 12:24 PM

View PostViktor Drake, on 02 December 2014 - 12:08 PM, said:


Yep we are going back to close beta game play. This was exactly how it was before they separated the group and solo ques. You ended up with a PUG fighting against a organized 12 man call out targets. Wasn't pretty for the PUG.



You forget that CW isn't 24/7 persistent. There are going to be like 4-5 hour windows only at prime time in which planets will change hands therefore all a unit has to have is enough people on during those hours to defend it. figure really all you need is 30-40 players active, basically enough for 3 full companies to be prepared for just about anything.



Why is so much of the info in this thread just flat-out wrong?

They got rid of the windows, it's 24/7.

#33 Remarius

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Posted 02 December 2014 - 12:55 PM

View PostYoseful Mallad, on 02 December 2014 - 10:36 AM, said:

not really. Sure they make a difference. But i see many great players in this game that dont use them nearly as much as some others and they do just fine without having a mech filled with this or that module. There really is no demand for them. Are they wanted and or coveted by some? sure. But playing at the highest level does not demand that in order for you to play at that level, youll need modules or you are nothing lol. What is a demand are the units in this game and others that say you being a part of that unit, you can only play in the meta builds or in this mech and or that mech. Like (no names) but certain clan units that are forcing their players to play ONLY clan mechs in prep for CW. And their members have to sell off all IS based mechs and equipment LMAO! You know who you guys are ;)

Im sorry, any Clan OR IS player for that matter that gets into a IS unit or Clan unit and its leadership is demanding you sell off all mechs and equipment that cant be used in CW because of a side you are playing on... AND YOU ACTUALLY DO IT, you are nuts and so are those units that demand it.

This is not toward you Remarius, but as ive mentioned above, i find if funny that there are those that feel in order to be the best and compete at the top, that they need everything and the best of everything. And i really find if extremely funny that ANYONE would give up their hard earned mechs and equipment, especially those they payed real money for... because some unit or Clan demands you play with ONLY IS or Clan mechs and tech.

What if you are a Clan player and decide later you want to jump to IS or IS and want to jump to Clan? Again, not toward you and I know ive jumped off topic of modules but there really are players here that are going IS or Clan and letting their units place demands on them to off all their equipment that isnt playable by the current side they are on lol.


I can't really take much of that seriously as no top tier 12 man player doesn't use modules as 12% cool down, 10% range, radar and seismic are incredibly useful. To say otherwise beggars belief. Name them if you know otherwise and I'll go check or ask around. If they've told you that they're almost certainly trolling you.

I'm just dropping on invite in 12 mans currently or with friends and have a bucket load of modules for both clan and IS because if you go merc and keep switching sides by definition you will need both IS and Clan mechs. In addition any serious team has mandated fits, roles and tactics so the drop caller know exactly what you're capable of and act accordingly. Its a TEAM not solo performance and that will be doubly true in CW.

I get if you prefer to play casual but you need to understand that CW is supposed to be the top tier and if you're dropping next to me I want to know you're at the top of your game because I'll be relying on you. That definitely includes being in a good build and yes that includes modules.

PS: Which top tier units force you to sell off equipment as never even hear that as rumored.

#34 Linkin

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Posted 02 December 2014 - 01:40 PM

View PostAgent 0 Fortune, on 02 December 2014 - 11:55 AM, said:

There seems to be this perceptionthat Community Warfare is going the be the meta-tryhard league, but I am having a hard time seeing it. An individual unit is going to be restricted to a specific theater (you have to contracted by a house with a limited front), and unless there are truly massive house/merc units out there with a surplus of excellent pilots they will probably be participating in one or possibly 2 battles that determine the fate of the entire planet (and there could be a dozen contested planets available to attack).

Plus once they actually hold a planet and plant their flag (tags), they have to maintain a defense force, people ready to respond to an attack, which will inhibit their ability to mount an offensive (it would suck to lose your planet while you were in the middle of another match). I just don't see this environment being dominated by "competitive" teams.


I always find this a bit disconcerting as well. I play in a small group only or solo. Since CW was one of those pillars of the game advertised oh so long ago, I certainly hope everyone can participate in it in a fun way. It shouldn't be content available only to a a certain group within the game. Just my two cents on it... other than that, I am really looking forward to CW, meaningful battles, actual roles and tactics, we have all been waiting a long time! :D

Disclaimer- I believe from what I have read that all will be able to participate, I am just concerned with something so big, awaited, and frankly integral to the game itself, that it doesn't get messed up... I also haven't been able to read/watch all of the updates. So I love finding these threads ;)

#35 Coolant

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Posted 02 December 2014 - 02:26 PM

View PostRemarius, on 02 December 2014 - 12:55 PM, said:


I can't really take much of that seriously as no top tier 12 man player doesn't use modules as 12% cool down, 10% range, radar and seismic are incredibly useful. To say otherwise beggars belief. Name them if you know otherwise and I'll go check or ask around. If they've told you that they're almost certainly trolling you.

I'm just dropping on invite in 12 mans currently or with friends and have a bucket load of modules for both clan and IS because if you go merc and keep switching sides by definition you will need both IS and Clan mechs. In addition any serious team has mandated fits, roles and tactics so the drop caller know exactly what you're capable of and act accordingly. Its a TEAM not solo performance and that will be doubly true in CW.

I get if you prefer to play casual but you need to understand that CW is supposed to be the top tier and if you're dropping next to me I want to know you're at the top of your game because I'll be relying on you. That definitely includes being in a good build and yes that includes modules.

PS: Which top tier units force you to sell off equipment as never even hear that as rumored.


I'm just asking about modules, because I have some friends that just started playing within the past two weeks and they are more interested in buying mechs at this time than shell out 3 million - 6 million for modules. And I'm not about to tell them what to buy, and yes they are interested in CW. My question still hasn't been answered from earlier in the thread: the OP said modules are mandatory from what I read, and is that true or not true? (and link please)....

#36 DEMAX51

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Posted 02 December 2014 - 02:38 PM

View PostCoolant, on 02 December 2014 - 02:26 PM, said:


I'm just asking about modules, because I have some friends that just started playing within the past two weeks and they are more interested in buying mechs at this time than shell out 3 million - 6 million for modules. And I'm not about to tell them what to buy, and yes they are interested in CW. My question still hasn't been answered from earlier in the thread: the OP said modules are mandatory from what I read, and is that true or not true? (and link please)....


Having modules will not be mandatory. They've never said anything of the sort. Obviously I can't supply a link, cause you can't reference someone not saying something (although, they have said that Trial mechs will be available for people to use in CW games, and given the fact that you are unable to equip modules on Trial mechs, it can be inferred that modules are not mandatory).

Honestly, though, I don't think the OP meant that part literally. I think it was just poorly phrased, and he or she simply meant to coney that players will not be able to swap modules from one mech in their dropship to another mid-game, and that having for full sets of modules will be a boon. "Mandatory" in the sense that you must have them if you really want to be competitive in CW games, so to speak.

Edited by DEMAX51, 02 December 2014 - 02:45 PM.


#37 Sandpit

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Posted 02 December 2014 - 03:33 PM

Most of the people making comments should just read the thread and Paul's updates. It's all right there for the most part

#38 Johnny Z

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Posted 02 December 2014 - 04:01 PM

View PostAgent 0 Fortune, on 02 December 2014 - 11:55 AM, said:

There seems to be this perceptionthat Community Warfare is going the be the meta-tryhard league, but I am having a hard time seeing it. An individual unit is going to be restricted to a specific theater (you have to contracted by a house with a limited front), and unless there are truly massive house/merc units out there with a surplus of excellent pilots they will probably be participating in one or possibly 2 battles that determine the fate of the entire planet (and there could be a dozen contested planets available to attack).

Plus once they actually hold a planet and plant their flag (tags), they have to maintain a defense force, people ready to respond to an attack, which will inhibit their ability to mount an offensive (it would suck to lose your planet while you were in the middle of another match). I just don't see this environment being dominated by "competitive" teams.


It wont be but some of them are going to try. Expect the worste as in trolling, possible tking etc at worste press gang tactics(as in "This new feature is only for those in our guild" type replies on so many topics). Not all are bent on controlling the faction wars for what ever reasons but some most definately are.

By "competitive teams" I am assuming you mean guilds. A real "competitive team" is of 12 or so players who most likely have very good player habits and sportsmanship.

Edited by Johnny Z, 02 December 2014 - 04:16 PM.


#39 Sandpit

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Posted 02 December 2014 - 04:14 PM

View PostJohnny Z, on 02 December 2014 - 04:01 PM, said:


It wont be but some of them are going to try. Expect the worste as in trolling, possible tking etc. Not all are bent on controlling the faction wars for what ever reasons but some most definately are.

By "competitive teams" I am assuming you mean guilds. A real "competitive team" is of 12 or so players who most likely have very good player habits and sportsmanship.

People forget that dbags like lords aren't representative of big units

#40 Johnny Z

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Posted 02 December 2014 - 04:19 PM

View PostSandpit, on 02 December 2014 - 04:14 PM, said:


People forget that dbags like lords aren't representative of big units


I wouldnt know, but I have seen about 20 or more replies on various topics saying "dont bother going to the new faction wars expansion if your not in a guild", which isnt true from what I have heard about the expansion.

Edited by Johnny Z, 02 December 2014 - 04:20 PM.






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