Community Warfare Update - Dec 2 - Feedback
#201
Posted 15 December 2014 - 08:51 AM
Seriously.
Spent some 3-ish hours this weekend waiting on a match (generally, tabbed out playing other stuff.)
I ain't even mad. But, yeah, this challenge is hard to achieve if you are not in a full 12-man unit group, and my unit ain't got 12 active players right now
#202
Posted 15 December 2014 - 01:56 PM
A: Alter the terrain so that you cannot shoot both gates at once from the same spot. They are too close together and it's super easy to cover them. This is extra unbalanced with IS attacking clan, due to weapon ranges.
B: Make a third way to get in, maybe a tunnel with turrets in it?
Minor gameplay suggestions -
a: Move the dropship landing zones out of the path you need to run to get to omega
b: slow down the dropship respawn times
c: lets us pick mechs after we know map and attack/defend. This random gameplay is really not cool. Picking mechs based on the drop is a key part of the battle. We shouldn't have t pick the most generic mc that works best for all situations.
d. IS 250 tons vs clan 240
e.let us see how many are in cue for a game. If I have a 6 man, I want to drop on a planet with 1-6 people waiting, not on one where there's already a 9 man trying t get a game.
f.fix the bug where it drop you in trial mechs and he one where it doesn't drop you in the one you picked
g.crash to desktop is through the roof for some players
h. update the game tips to include stuff about community warfare, such as "you can click on the group leader to add yourself to the group"
I. rail guns don't shoot flames
j. more objectives would be nice
k. defending dropships on boreal shouldn't be able to headshot you outside the base
l.allow faction grouping
m. ignore the whiners who are acting like it's super unfair and unplayable. It's pretty good, just needs a little work.
n. Make me a sandwich.
#203
Posted 16 December 2014 - 09:06 AM
PLEASE put in a general contract Queue.
Just an extra planetary selection that fills any open queue of the Side(Clan vs IS) rather than faction.
If folks choose this Queue they are indicating they will fight on any planet and are assigned to fill out whatever battle on their Side that needs more players rather than choosing any specific place.
Even in prime time with a Challenge up there are painfully long wait times unless you get into a group with 7+. It feels like those groups eat the singles and the 3-5 player groups just get left out in the cold indefinitely.
Certainly fixing the bug where we cannot see how many are ready to go on a planet would help a lot in not sitting in an almost empty Q, but allowing the game mechanic to choose from ALL planets intead of the faction locked ones would be a LOT more helpful.
Thank you,
Nytshaed
Apologies if I missed this being suggested already. Hope you see it!
#204
Posted 16 December 2014 - 09:29 AM
#205
Posted 16 December 2014 - 09:33 AM
#206
Posted 16 December 2014 - 10:04 AM
I am so annoyed I cannot even put it into words. Think I might go remake my King Crab and blow someone up. Grr
#207
Posted 16 December 2014 - 10:34 AM
Coordinating a good def is very possible, coordinating a good attack is much harder.
I played like 15 games, 5 pre challenge and 10 post, I've won very few attacking pug games(and always vs other pugs), while in def we stomped 2 times a 12 men with my 4 men unit and 8 pugs.
Defending is like 10x easier, and it should be, because anyone gets to defend, while the 8+ men are going to attack, the counter attack idea is plain dumb.
So yeah, 8+ men should attack and PUGs should def, improve the FPS so people can play decently, the rest is workable.
#208
Posted 16 December 2014 - 10:40 AM
fx8320, on 16 December 2014 - 10:34 AM, said:
Coordinating a good def is very possible, coordinating a good attack is much harder.
I played like 15 games, 5 pre challenge and 10 post, I've won very few attacking pug games(and always vs other pugs), while in def we stomped 2 times a 12 men with my 4 men unit and 8 pugs.
Defending is like 10x easier, and it should be, because anyone gets to defend, while the 8+ men are going to attack, the counter attack idea is plain dumb.
So yeah, 8+ men should attack and PUGs should def, improve the FPS so people can play decently, the rest is workable.
The main problem there is with "defense being easier" it lets the player pick the current winning meta and stack up wins.
I don't necessarily like it, but I think it has to be that way to prevent farming / griefing / exploiting whichever option is most likely to win in the current meta.
#209
Posted 16 December 2014 - 11:21 PM
Reporting same issues as has been mentioned here. I've only played 1 faction game and took like 15mins to start. After that I haven't been able to play again( huge waiting times ).. After I have a little more experience with it I might give some ideas of how to make it better. But for now that's a showstopper because no many people is going to sit more than 2 mins waiting for a match, this needs to be addressed.
So it seems the desing its not really working for now, ( I don't know what the plans are for improving this ). But definetely if you guys could make a way of getting all those PUG players to be pulled to CW either by making it more attractive? or maybe its just a lack of information because to be honest is a little confusing to create a and find a game and there's no visual indication that your team is filling up ( you just see the counter and nothing else, so anyone would think nothing is happening ).
I really like the idea of the CW and personally looking forward to see what PGI can make.
#210
Posted 17 December 2014 - 11:47 AM
What do I want to see:
1)More detalaized lndscape and better roads fo attacers (canyon netvork may be and example).
2)More attention to base buildings - look atmining collective or HPG and try to make same area whre we can brwl as well as snipe.
3)Base defence system need to be re-workd - there should be 1st wall around alll base perimter with turrets on it, and 2nd one inside with some more turrets and eqpment (ecm-bap turrets will be amazing)
4)Turrets locations, weaponry etc need to be re-balnced.
5)To make it more esy for attacking team to break into 2 defence lines core building must be split with gun itself and have a bit less hp-armor.
6)Each side of the base need to have its own main and backup genertors, that will feed turrets.
IMHO.
P.S. Guys as i told about mining cllective - keep in mind what do you making - its a WAR BASE so it need to be simple, well defended. You making same mistake like on mining collective that looks like cristmass tree but not a factory...
P.P.S. all other things that hurt me already was named by too many...
Edited by MGA121285, 17 December 2014 - 11:51 AM.
#211
Posted 18 December 2014 - 05:02 AM
- Obviously the Faction paint schemes/cockpit items coming with the Resistance packs. A couple of variants of those paint schemes tied to LP would be awesome Doesn't have to be anything drastic, just an extra stripe or emblem would be enough. Basically a level 2/3 of the house camos.
- C-bill discounts on Faction-preferred items. "Priority resupply" or the like. From an in-game economy standpoint it probably wouldn't add up to more than the large CB payouts but would be cooler IMHO. Would be more a factor as additional logistic/resupply mechanics get added.
- Planet-specific challenges or rewards. Tied to LP earned defending a hotly-contested world, opening a new salient in enemy space etc. Something to tie bonus LP to particular battles in some way, like a % boost for X amount of wins on specific worlds. Would make it seem less random & more like a campaign. Perhaps more importantly it would incentivize either a more even distribution of players towards undefended worlds or concentrate them in one place, either way shortening wait times.
- Recognition & rewards for the highest-ranking members of each Faction. Maybe there is already a leaderboard I'm unaware of but it would be cool to recognize these players somehow. It'd also effectively remove the rank/level cap for when players eventually max out on the current reward structure.
Edited by AntleredCormorant, 18 December 2014 - 05:02 AM.
#212
Posted 19 December 2014 - 09:12 AM
There are 11 slots for control of a planet. the first 2 will cause the Current defenders to Counter attach in a Invasion map. The next to will cause a Conquest map, the next one will cause a Assault,next a Skirmish ,then assault,next 2 conquest, last two where the current controllers are attacking to get their base back.
Also Since drops in CW are done by weight you can have non 12 man group man groups drop when their weight matches. 4v4's 8v8's and such.
I know it is all easier said than done but it could increase the frequency of launches in CW.
Just some idea's
#214
Posted 23 December 2014 - 10:55 AM
is there any manual on how to always get in matches with team-mates?
As always:
There is a new feature without any instructions.
Like Microsoft-Windows ...
#215
Posted 27 December 2014 - 12:42 AM
1. More variety in the rounds please. Put in some regular game mode maps and victory conditions, with and without the multi-drop options so over tbat it feels like a campaign across the planet. Maybe lock in some scenarios at certain points of the tracker for specific planets for flavour. Also...
2. Campaign incentives. Make it easier, and possibly beneficial, to stick with one planet from start to finish. Very much a flavour thing, I just think it would be neat to have campaign ribbons/unit tracked histories and generally more narrative for taking part in a fullish campaign.
3. Improve the command system. Perfect time to up the usability of the command map, as well as to incentives following orders. The more coordinated a team the better the match, and this would be less tech intensive or open to abuse as VoIP.
4. Split the factions and bring in stars. Clan are wrecking things up, so now is a perfect time to take them down to 10 mech teams. Plus it nicely brings back the lore. This is supposed to be hardcore mode, so I don't see a problem with making it hardcore.
5. Reduce the waiting as much as possible, or put in a wait time xp/cbill multiplier. This mode needs to compete with instant action to get people involved, and if it's a progression sinkhole then it's not going to happen. I would suggest an individual 'how long you had to wair' alteration, rather than a blanket buff, as it would self level as more people get involved.
Anyway, those are my thoughts atm. Back to more CW!
#216
Posted 28 December 2014 - 02:52 PM
P.S. sometimes it makes me feel that "objctive rush" si single way to win it - thats not good...
#217
Posted 30 December 2014 - 03:41 PM
#218
Posted 31 December 2014 - 09:21 AM
1: CW has introduced spawn camping to the game, and that's a bad thing. I play M:WO over CoD, and Battlefield to get away from this kind of gameplay, and adding weapons to the dropship hasn't helped. The maps need to be reconfigured so that each side has a safe DZ; say underground hangers with emergent tunnels for defenders, and give the attackers an LZ that is considered "out of bounds" for the defending team only.
2: Even after adding the 3 O-Gens that need to be taken out before the cannon, fast rushes that ignore the other team are still the best tactic to use, and it's very much an un-fun form of game play. To change this up i had the idea of replacing one of the destructible O-Gens, with an Omega Control Center (O-Con) which is a flippable capture point like those seen in conquest, the difference being that instead of giving tickets, it opens/closes the door over the cannon's main generator depending on who has controls of it. The two O-Gens must be destroyed before you an cap the O-Con, and you must have control of the O-Con before you can shoot the cannon.
3: Boreal Vault needs to go back to the drawing board. The gates are too close together, and the long, narrow canyons, with so little cover lead to instances of max range sniper fights, and LRM spam, instead of the brawls you've said you're looking for in the patch notes.
Edited by Tywren, 01 January 2015 - 05:52 AM.
#219
Posted 31 December 2014 - 06:10 PM
#220
Posted 03 January 2015 - 01:40 AM
Clans need to be limited to 2 stars as per lore(10 mechs) and their dropship refills down to 3 from 4 just to give the IS factions a fighting chance.
Unfair and no you say? Well just look at how far Jade Falcons map is progressing into Steiner territory.
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