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Cw First Impressions


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#41 WarHippy

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Posted 12 December 2014 - 02:19 PM

View PostLouis Brofist, on 12 December 2014 - 01:55 PM, said:


I have exactly 2 wins as attacker and 2 wins as defender at this point. It seems many other factors are at play. Attackers can win by shooting the base, they don't need to get the kills.


I agree with both of you. I do feel the defenders have an edge as it is, but there are other factors at play that don't make it impossible for the attackers. The biggest weakness for the attackers is that they are much more reliant on coordination for them to win, and with sometimes pug heavy groups that is a really high hurdle.

#42 Johnny Z

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Posted 12 December 2014 - 03:10 PM

First Impession here was being more impessed with the dropships than I thought I would be. Like right out of a movie. They could do some work on textures or even the models some time by adding Clan dropships etc, but their behavior is excellent.

The maps themselves are also amazing to view and play on especially since these are the more open maps. They will likely add a bog map some time also. Good luck to them on getting the frame rates down on that.

Game play exactly what I was hoping for and this is a beta and all new I am sure improvements will be made much like the Forest Colony map vrs Mech factory for instance.

I bet the reviewers would give it a 10/10 for an expansion if bugs and the fps and wait times were not an issue, but this is a beta and even trying to think what the reviewers would give it is irrelevant.

Grats to the guys and girls making the game again. :)

#43 Taffer

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Posted 12 December 2014 - 03:20 PM

I kind of gave up on it because my computer can't handle it. I'm as low as 20fps in this ****.

But mostly I got sick of waiting and not playing.

#44 Sandpit

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Posted 12 December 2014 - 03:21 PM

First impression:

Fantastic job PGI!

So much more to do than just stomp forward in a straight line and shoot mechs!
Map looks great!
I didn't get any performance issues thankfully
Cockpit on Stalker kept ddisappearing though, wonder if that might be leading to some's performance problems?

Dropships were awesome!

Now for the bad

Lobbies
What's the point of having a lobby if it's completely unused for 90% of the time you sit in it? Let it populate as players come in. That gives them a chance to at least do somethign besides alt tab out or stare at the screen for 10 minutes.

Wait times are pretty bad. 13 minutes for mine which is HORRIBLE, but isn't good either. Instead of pop ups that send you to a planet that you have to wait on, pop ups should be the "instant action" equivalent. You drop on that planet and go. The pop ups should hit whatever group size the planet can accommodate from 1-12 and if you hit go, you get to grab those slots.

I'd love to see the drop deck weights vary now. I would much rather see them randomized though. Otherwise you'll get players sticking to only a few planets that are their "ideal" drop decks. So let players choose xx mechs from 100 tons to say 400 tons and then they put together their drop deck for that planet's weight.


All in all I'm thoroughly impressed. So much so that I'm purchasing the new resistance pack. Great job PGI!

Also love that there's not Elo MM and such. Just drop and go! It's fun and challenging to know that I may face off against better opponents and have the chance to see how they play and the strategies and mechs they're bringing. It's great!

#45 Rhaegor

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Posted 12 December 2014 - 03:42 PM

Wait times are my first impression. Didn't seem as bad yesterday.

#46 duccio

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Posted 12 December 2014 - 03:55 PM

cw do not work

#47 Sandpit

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Posted 12 December 2014 - 04:11 PM

I'd also like to see ideas on how to prevent spawn camping.

I think some permanent and non-destroyable turrets would do the trick. Set them out a distance from the spawn points and have them set up on medium ranges and ECM proof them as well. That would prevent defenders from getting into the spawn points and being able to just squeeze in on the attackers.

#48 Nick Makiaveli

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Posted 12 December 2014 - 04:28 PM

View PostSandpit, on 12 December 2014 - 03:21 PM, said:

Lobbies
What's the point of having a lobby if it's completely unused for 90% of the time you sit in it? Let it populate as players come in. That gives them a chance to at least do somethign besides alt tab out or stare at the screen for 10 minutes.

Wait times are pretty bad. 13 minutes for mine which is HORRIBLE, but isn't good either. Instead of pop ups that send you to a planet that you have to wait on, pop ups should be the "instant action" equivalent. You drop on that planet and go. The pop ups should hit whatever group size the planet can accommodate from 1-12 and if you hit go, you get to grab those slots.



Known issue that lobbies aren't showing the people who are queued. Once this is finished, people will stop jumping around as they will see there are 11 people queued. As it is, you have 23 people ready to go, then 4 quit, 2 join, 1 leaves, a group of 5 leave etc etc.

#49 Sandpit

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Posted 12 December 2014 - 04:28 PM

View PostNick Makiaveli, on 12 December 2014 - 04:28 PM, said:


Known issue that lobbies aren't showing the people who are queued. Once this is finished, people will stop jumping around as they will see there are 11 people queued. As it is, you have 23 people ready to go, then 4 quit, 2 join, 1 leaves, a group of 5 leave etc etc.

I know, I also know Russ wants it fixed. I'm just giving my full feedback on it. To me it's not a major issue. I used to wait jsut as long for matches in MPBT 3025. It was expected and not a big deal.

#50 GumbyC2C

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Posted 12 December 2014 - 04:33 PM

lots of potential. A few issues are keeping it from being fun right now but if they get that stuff fixed it will be a lot of fun.

#51 Agent 0 Fortune

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Posted 12 December 2014 - 04:34 PM

View PostMechwarrior Buddah, on 12 December 2014 - 01:52 PM, said:

Seems like the defenders have a much easier time than attackers being that all they really have to do in turtle in


Do you mean the Defentacker, or the Atfender? Because the game can't seem to figure out who is supposed to be attacking whom.

#52 MechaBattler

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Posted 12 December 2014 - 06:18 PM

I think defenders should drop in further away from the objective. So as to reduce the influence of drop ships on capturing the objective. At this point they should be more about reducing spawn camping. With that in mind they should idle over their drop zones so as to further discourage spawn camping.

Other then that. I do hope that we'll see other modes included in Phase 3. Modes that perhaps provide a bonus or negative to forces fighting on a planet.

Also wonder if existing maps could be modded to add more maps to CW.

#53 Bill Lumbar

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Posted 12 December 2014 - 07:00 PM

View PostWarHippy, on 12 December 2014 - 11:10 AM, said:


Yeah, I think that would be a big improvement since sitting there for 20 minutes looking at an empty lobby makes it seem like you are the only one there and wasting your time. Really we just need a lot more info about what is going on where, and who is doing it.



To be fair I have waited 20min+ using the pop ups so I don't think that is a fool proof answer.

I clicked onto them also and have a screen shot of me waiting 45 mins....I canceled out so I don't think its the answer at this point either.





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