3 years and we get Hot, Wet, Stinking, Garbage.
The turrets are far too powerful against attackers... they are able to hit you under ECM - garbage - they can pinpoint the exact spot to kill you no matter what... garbage...
the drop ships are bad enough... with them lasing you as they drop people off...
and to add to that... you have 12 mans just going from system to system and waiting for the timer to burn away.... and its bs cuz they are taking a planet with no matches...
You need to fix this ****... balance the turrets... make is so that they have some error in targeting because its absolute **** that they can take you down in 3 shots because of the targeting...


First Impression Of Cw
Started by Taynak, Dec 12 2014 02:53 PM
8 replies to this topic
#1
Posted 12 December 2014 - 02:53 PM
#2
Posted 12 December 2014 - 02:57 PM
We win most of our attacks, its just fine, only problem we have is all that waiting time, up to 1 hour between each match.
12 mans attacking without any defense is kinda mehh though...
12 mans attacking without any defense is kinda mehh though...
#3
Posted 12 December 2014 - 03:04 PM
oh and don't forget that bugs abound
are you running clans?
QuimMorius, on 12 December 2014 - 02:57 PM, said:
We win most of our attacks, its just fine, only problem we have is all that waiting time, up to 1 hour between each match.
12 mans attacking without any defense is kinda mehh though...
12 mans attacking without any defense is kinda mehh though...
are you running clans?
#4
Posted 12 December 2014 - 03:06 PM
do we even drop ? i have been waiting for battles for about two hours now... cant even group up for it...
EDIT: 5 hours, 2 battles.
EDIT: 5 hours, 2 battles.
Edited by Syn Pryde, 12 December 2014 - 06:06 PM.
#5
Posted 12 December 2014 - 03:06 PM
no issues with turrets or dropship weapons here, have played about 20 matches so far, today played for 3.5 hours didnt lose a single drop whether it was defend or attack... infact i think the dropships are underpowered.
only issue i have is we have been fighting on Verithandi ALL day and winning ALL day and the ticker hasnt swayed from 5? what gives?
what doesnt work is a lack of team work. if your team doesnt completely workl together your done. end of story and there is nothing wrong with that.
fps issues and hitreg issues are insane tho.... and its starting to get a little boring but its just a beta version i guess
only issue i have is we have been fighting on Verithandi ALL day and winning ALL day and the ticker hasnt swayed from 5? what gives?
what doesnt work is a lack of team work. if your team doesnt completely workl together your done. end of story and there is nothing wrong with that.
fps issues and hitreg issues are insane tho.... and its starting to get a little boring but its just a beta version i guess
#7
Posted 12 December 2014 - 07:53 PM
Clan vs. IS balance was improved with the quirks, but's nowhere near good enough for Clan vs. IS matches. The Dire Whale and Timby in particular are still just incomparably better than any IS equipment. And even out of those, the Dire Whale B is still far and away the highest-DPS mech in the game - like it beats the next nearest mech's DPS by a factor of 2. That thing really needs to get fixed before the IS are asked to try to fight against it.
Attacking is ridiculous. In the all of 3 games I've played, the attackers haven't come near winning. Part of the problem is that the balance of damage-to-durability is so skewed towards damage (see point A) that breaking cover and pushing is basically never a winning strategy. The last round I played was IS attacking Clans, and it ended in a 13/48 roll.
The laser turrets are vastly too damaging. I snuck around through a different gate in an ECM spider only to find out that the turrets made it completely impossible for me to push the base. The turrets shouldn't be there at all, given how ****** the attacker already is, but if they have to have he extra help, please give them medium laser turrets, so that we can at least out-range them if we bring appropriate kit. And maybe reduce their life (a lot!) so that we can kill them before they kill us.
Finally, the way that factions work is ********. I play with a tight group of friends, but we're all different factions. Because of that, none of us can fight together in CW. (We also didn't create a unit when that feature was added, for that reason; we have at least one guy, me, who is unbendingly FRR, and one guy who is uncompromisingly a Smoke Jag, so we're ******.) The fact that it takes us 48 hours to switch factions is the final nail in the coffin. (There might be a relatively easy solution to that, allow people to create multiple pilots per account, kind of like an MMO, and assign different pilots to different factions.)
I hate to say melodramatic **** like this, but CW is unplayable in its current state.
Attacking is ridiculous. In the all of 3 games I've played, the attackers haven't come near winning. Part of the problem is that the balance of damage-to-durability is so skewed towards damage (see point A) that breaking cover and pushing is basically never a winning strategy. The last round I played was IS attacking Clans, and it ended in a 13/48 roll.
The laser turrets are vastly too damaging. I snuck around through a different gate in an ECM spider only to find out that the turrets made it completely impossible for me to push the base. The turrets shouldn't be there at all, given how ****** the attacker already is, but if they have to have he extra help, please give them medium laser turrets, so that we can at least out-range them if we bring appropriate kit. And maybe reduce their life (a lot!) so that we can kill them before they kill us.
Finally, the way that factions work is ********. I play with a tight group of friends, but we're all different factions. Because of that, none of us can fight together in CW. (We also didn't create a unit when that feature was added, for that reason; we have at least one guy, me, who is unbendingly FRR, and one guy who is uncompromisingly a Smoke Jag, so we're ******.) The fact that it takes us 48 hours to switch factions is the final nail in the coffin. (There might be a relatively easy solution to that, allow people to create multiple pilots per account, kind of like an MMO, and assign different pilots to different factions.)
I hate to say melodramatic **** like this, but CW is unplayable in its current state.
#8
Posted 12 December 2014 - 08:28 PM
Some of this might be fixed by just giving the attackers more spawns, so that they could afford to take loosing trades against the enemy. If it was 4 spawns against 3 or 6 spawns against 4, the attackers could afford to be aggressive and sacrifice themselves in the name of making progress against the defenders. We might see more aggression from the attackers then too. You could also use that to adjust clan VS IS balance, like if the clans got one fewer spawns than IS teams did.
#9
Posted 12 December 2014 - 08:45 PM
Been pretty great here besides the bugs and queue times. There are tricks to speed it up, I recommend the Outreach Reddit.
I have WON attacks vs clanners and IS so they are not impossible. Even in small groups and solo I have managed wins so thats something.
I have WON attacks vs clanners and IS so they are not impossible. Even in small groups and solo I have managed wins so thats something.
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