This thread is intended as a convenient place for that to happen. If you are planning to attack somewhere and actually want a timely fight, please post here with where you'll be hitting.
On a side note, you should get faster defense times for Clan v IS than you will for IS v IS, since the former can draw defenders from all IS factions, while the latter only draws from the one you're hitting.
Edit: When you post that you're gonna be in a queue, especially if your forum icon isn't showing your current contract holder, please post your faction and whether you're attacking or defending. Thanks.
Edit 2: Here are a few tips and suggestions for making this whole process as smooth as possible.
2 - Faster defense mustering will occur if you tell what faction the planet you're attacking is owned by.
3 - Clan v IS will form matches faster, since the player buckets are much larger. If you're a Clan player, please announce what IS planet you're attacking so all the IS players can get in on it and launch those matches more often.
4 -
Artur Valour, on 12 December 2014 - 06:38 PM, said:
- When defending from clans, mixed units of IS are allowed. They do not have to be from same faction or same unit
5 - Some basic mechanics: House v House and Clan v Clan must be composed entirely of one House/Clan on each side, and only the House/Clan that has a presence on the front where the planet lies can participate (so Tripoli will only ever be Davion attackers and Kurita defenders, at least until Davion takes the planet). Clan v IS will be a single Clan against any available IS defenders (so Turtle Bay will be Smoke Jaguar war criminals against any and all queued IS defenders, regardless of House).
6 - Match mechanics allow both attackers and defenders on the star map to be either/or on the planet maps. As far as I can tell, attackers will attack until they get defeated, at which point the defenders counter-attack, which means the attackers must defend their gains or lose a win from the planet's counter. I assume the defenders continue to counter-attack until they lose, at which point the attackers can resume attacking.
7 - It is a known issue that lobbies don't display anyone until a full 12 are collected. If you don't see anyone, it's not because nobody is there, it's because a full team isn't yet mustered. It may even be that they need a full 12 on both sides before any lobbies can form.
8 - There are 2 MM phases. First, the MM has to construct a 12-man. Premades generally launch much faster because they skip this step. Smaller groups (and solos) will often take a very long time to finish this process, because MM prioritizes getting matches started over fitting the longest-queued player into a match. Some group sizes are easier to queue with than others (I'm assuming 2, 4, 6, 8, and 10 are the best options), because they plug in with each other more easily. For the second phase, there's a 5 minute timer for the other side to gather a team. If they do so, then the match launches 60s later. If not, it's possible to launch unopposed, which should be a free win, but won't help with money/XP or the current challenge. In general, you should get faster matches the more people are on your side of the planet queue, but you should get better matches the more are on the enemy side of the queue. Coordination between players on both sides should help with the process, hence this thread.
9 - If you decide that you need to give up on CW due to whatever mechanics might be bugging you, remember that it's in Beta right now. Please post a thread in the Feature Suggestions subforum with the problems you encountered and how you might fix them or what you'd like to see instead. Then, remember to come back to CW after each patch, as PGI will almost certainly be pushing updates pretty frequently, even if they're just minor changes. Sometimes even the smallest thing can have a huge impact on playability.
10 - If you are queueing for a drop on a planet and see that your entire drop roster is full but it isn't launching yet, stay in the queue. That means that there is another group ahead of you in line, and as soon as they launch you should begin the process of searching for an enemy team. It requires a little patience, but it's far better to do this than it is to bail and start all over on a different queue that has to reassemble a new 12-man.
More tips and suggestions will be added as they occur to me.
Russ has posted an update that will be handy for people hoping to maximize their launch rate: http://mwomercs.com/...e-how-it-works/
Here's a post about a user-created chat and queueing system that should help with drops: http://mwomercs.com/...h-queue-system/
Edited by Levi Porphyrogenitus, 20 December 2014 - 03:48 PM.