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Cw First Impressions


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#21 WarHippy

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Posted 12 December 2014 - 11:10 AM

View PostSandpit, on 12 December 2014 - 10:44 AM, said:

sure thing chuckles


now for the rest

Would populating the lobbies before you launch into the game help? That's as far as I've made it thus far but it seems that would be helpful


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.

View PostKirkland Langue, on 12 December 2014 - 10:52 AM, said:



Use the pop ups at the bottom of the screen to reduce your wait time - seriously, the longest I waited using those was about 5 minutes for one game - most took about 2 minutes. You can use them to sync drop as well, pretty successfully, though not everyone in your group might drop together.

Sitting on a planet and waiting for a queue to load is NOT the way to go. You will sit there for 20 minutes or longer.


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

Edited by WarHippy, 12 December 2014 - 11:19 AM.


#22 Sandpit

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Posted 12 December 2014 - 11:13 AM

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 one 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.

How long are the matches lasting on average?

#23 JackkyChan

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Posted 12 December 2014 - 11:15 AM

So a few attempts and false starts equate to sucks, Alright care to provide feedback that will help alleviate this as an issue?
============================================================================================
???? 15 total attempts and no launch just 3 this morning and no launch its a major problem for CW.The fact remains CW is based on premade teams and grouping then fill ins from pugs which is just stupid.The CW MM sould look for a large group=Premade to fill the MM CW queue first with pug fill ins IF! it fails to find enough players it should fill in the CW MM queues with total faction pug teams for faster play times.

I don't know if you understand me but there is my idea.Ultimately CW is a major fail because of the MM problems and a low player count for the whole game.

Edited by JackkyChan, 12 December 2014 - 11:17 AM.


#24 WarHippy

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Posted 12 December 2014 - 11:18 AM

View PostSandpit, on 12 December 2014 - 11:13 AM, said:

How long are the matches lasting on average?


I haven't been keeping track, but so far I would say most have hit the 20min mark before the winner is decided. Unless one side completely dominates the other from the start short games seem pretty few and far between.

#25 FETTY WAP

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Posted 12 December 2014 - 11:20 AM

So much money.
Even if I lose. Still got 377k for loss, 600k+ for a win.

#26 WarHippy

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Posted 12 December 2014 - 11:26 AM

View PostLava Cookies, on 12 December 2014 - 11:20 AM, said:

So much money.
Even if I lose. Still got 377k for loss, 600k+ for a win.


Yes, the big numbers on the final screen look impressive, but when you factor in how long it took to get in the game and how long the games are taking you really are not making as much compared to standard pub games. I'm ok with that, but I thought I should point it out in the OP in case people were curious about earnings.

#27 FETTY WAP

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Posted 12 December 2014 - 11:27 AM

View PostWarHippy, on 12 December 2014 - 11:26 AM, said:


Yes, the big numbers on the final screen look impressive, but when you factor in how long it took to get in the game and how long the games are taking you really are not making as much compared to standard pub games. I'm ok with that, but I thought I should point it out in the OP in case people were curious about earnings.

I don't know, I seem to be the only person who didn't have to wait years before joining a match.
My first queue was around 8 minutes, second about 3.. and the matches were done before the 30 minute mark both times.
But I see what you mean.

#28 Wyattorc

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Posted 12 December 2014 - 11:36 AM

I am enjoying the CW when I can get into a match. the wait times are a lot longer then they should be, mostly because there are so many options. As of right now I have been waiting in queue for 20 min for the Leoben map. I would like to see a "random deployment" button that would work like a normal drop by placing everyone in the same wait list.

#29 Celas Thienf

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Posted 12 December 2014 - 11:42 AM

I managed to play only once on Snow map. It is small and straight. Can't say I am impressed with CW so far.

Also my FPS was 28 when in pub games it is 45 average.

Edited by Celas Thienf, 12 December 2014 - 11:44 AM.


#30 Joseph Mallan

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Posted 12 December 2014 - 11:48 AM

View PostBagheera, on 12 December 2014 - 10:29 AM, said:


Repetition really irks you, doesn't it? ;)







Repetition really irks you, doesn't it? ;)








:lol:
Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet! ^_^
Are we there yet! Are we there yet! Are we there yet!

#31 RockmachinE

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Posted 12 December 2014 - 11:57 AM

Its great fun, but I see two immediate problems.
  • Framerates. FPS starts out fine but gets lower and lower as the game progresses, it depends on peoples rigs, but towards the end its almost unplayable on my computer.
  • UI and joining games. I'm never quite sure whats going on on a planet, who is fighting who, how many players are on there, how many players are in queue etc. More info would be nice.
  • Needs more maps, people will get bored of this very soon.


#32 madhermit

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Posted 12 December 2014 - 12:02 PM

The defender has too big advantage. Defending team being able to drop right on the objective is terrible idea and I hope it changes. Basically games are "spawn camp or lose".

#33 Agent 0 Fortune

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Posted 12 December 2014 - 12:05 PM

I posted this in CW, but I'll copy and paste here too:

First Impressions

Yesterday, 11:50 PM
At launch I almost immediately crashed to desktop. I would like to note that before today I have never crashed to desktop launching into a match, but this was my third since the CW hotfix. (although my first in a CW match).

I started as a solo player, so I wasn’t privy the pre-arranged plan (developed by the 9-man premade unit), however the gist of it was simply to attack the base and drop airstrike and artillery on it to win, enemy mechs should only be legged to reduce their overall effectiveness. Following the instructions we mindless ran into the enemy base, some of mere distraction for the main event. Eventually on the last wave of mechs, the tower fell and we “won”, despite being outscored at least 4 to 1.

So pretty much everything that has plagued regular gameplay (and been largely ignored) is magnified 1000%, things like consumables, ECM, and hit registration/hitboxes, and now respawns. I would also like to point out that the match has a massive FPS sink, the longer you stay in the lower It dips, I started at my usual 60-70 and by the end I was 15-25fps.

I was able to get my second CW match fairly quickly (only 15 minute wait), It was a defend mission, but apparently we weren’t actually being attacked by anyone so we decided to attack the DARKENSS!

I crashed to desktop again, so apparently that is “a thing” now. Crash on every CW match. Unfortunately by the time I rejoined, was unable to see what people were shooting, so I still haven’t actively participated in a CW match.

However this is Beta, so I will watch and wait, and see where it goes.

[EDIT] I do want to add, that there are a lot of big ideas, especially with the galaxy map, so I think there is a lot of potential. however now that we are here (CW), I kind of wish we had done a little more house keeping along the way.

#34 Emmett Fetladral

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Posted 12 December 2014 - 12:07 PM

Played 5 matches so far, 2 wins as defender and 3 lose as attacker... All in all a lot of action and fun but they at least need to think about the drop ship attackes. The defending force already has advantages with the towers and the shorter way to the fight.

Also they should do improvements with the frame rate. I have also between 60 and 90 in a casual game and when fighting in CW something between 15 and 30, so a lot lower....

Bottom line it has potential and I am pretty sure they will turn off the major points and do some fine tunings.

Edited by Emmett Fetladral, 12 December 2014 - 12:36 PM.


#35 Bagheera

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Posted 12 December 2014 - 01:01 PM

View PostJoseph Mallan, on 12 December 2014 - 11:48 AM, said:

Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet!Are we there yet! ^_^
Are we there yet! Are we there yet! Are we there yet!


Don't make me pull this Kanga over! I'll boot ya out the door on our next hop and you can walk the rest of the way buddy! :lol:

#36 Xtrekker

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Posted 12 December 2014 - 01:18 PM

I've seen several mentions of the advantage going to the defender. But...isn't this how it should be? I mean this is supposed to be an entrenched, defensible installation, where the defenders have had time to engineer solid defenses to give them the advantage against an attacking force. This should limit sweeping changes to the faction map and make an attack a real challenge.

If anything I would say leave the advantage to the defender (or if it isn't really there, provide one) and up the rewards for a successful attack.

#37 Killstorm999999

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Posted 12 December 2014 - 01:31 PM

CW is cool so far. Things need to be polished, but once they are there it will be great!

The only thing lame about it, is the fact that there is just one mission involving destroying an orbital gauss cannon, and that the maps are so specifically designed for that one mission. I would've made things more reusable. Simpler maps that could house a variety of objectives and deployment possibilities.

#38 WarHippy

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Posted 12 December 2014 - 01:43 PM

View PostXtrekker, on 12 December 2014 - 01:18 PM, said:

I've seen several mentions of the advantage going to the defender. But...isn't this how it should be? I mean this is supposed to be an entrenched, defensible installation, where the defenders have had time to engineer solid defenses to give them the advantage against an attacking force. This should limit sweeping changes to the faction map and make an attack a real challenge.

If anything I would say leave the advantage to the defender (or if it isn't really there, provide one) and up the rewards for a successful attack.


Yes, defenders should and do have an advantage. However, traditionally an attacker during a siege would need two to three times the forces to take a fortified position. What we have here is equal forces with one side having a more fortified position. This isn't a huge problem for the attacker if they are well organized and the defenders are not, but so far both sides are mostly disorganized due to the newness of the game mode. I don't really think anything should be taken away from the defenders or anything given to the attackers beyond maybe a slight weight advantage, but I am thinking that the defenders might need a longer spawn timer. Maybe 45 seconds instead of 30? I also find it kind of strange to be defending a planet but attacking a base that is strangely fortified to such an extent when they are an invading force. :huh:

#39 Mechwarrior Buddah

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Posted 12 December 2014 - 01:52 PM

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

#40 RockmachinE

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Posted 12 December 2014 - 01:55 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


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.





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