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Incoming Cw Hot Fix, Inbound...right Now!


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#21 PhoenixNMGLB

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Posted 12 December 2014 - 05:22 PM

View PostBmetranger, on 12 December 2014 - 05:14 PM, said:

looks like they will have to rduce the number of planets up for contention by about half as they do not have enough of a player base to support them as seen by the really long queue times.


That's a good idea, if there is a way to do so and keep the inter - faction battles even.

#22 PhoenixNMGLB

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Posted 12 December 2014 - 05:29 PM

View PostHarrison Lee, on 12 December 2014 - 05:16 PM, said:

Yeah, I've been leaving lobbies as I didn't realize anyone was in them. Seems like a minor oversight, but it shouldn't take too long to fix them.


Yes a simple lobby counter showing the number of players waiting on a planet would make a massive difference.

#23 100mile

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Posted 12 December 2014 - 05:35 PM

We have been giving it about 10 minutes before we restart.

#24 Bandaron

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Posted 12 December 2014 - 05:47 PM

I've been going with 5 minutes. If an alert pops up that a planet needs help, that means a full group has been assembled to attack it. Having already 'won' a match in which no defenders showed up to contest, I know that once you have a group assembled, it counts down 5 minutes trying to find a team of defenders before it drops you in against the turrets. If I click on an alert and stay in the queue for 5 minutes, then, it means that either 12 players beat me to it and the match has launched, or not enough players clicked in and the match has launched without us; either way, it's time to move on.

#25 Daehoth

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Posted 12 December 2014 - 06:31 PM

One thing.

It seems quite glaring and obvious to me that the numbers do not make much sense.

Why would an invasion commander, ANY invasion commander in ANY situation think it's a good idea to invade a fortified base with no tactical advantage whatsoever.

The numbers right now appear stacked heavily in the defenders' camp.

Let's review.

Attackers:
1. have 12 players with 4 mechs per player.
2. have use of artillery and air strikes, a potential of 12 x 4.
3. A gung-ho albeit perhaps foolish spirit and nothing much else.

Defenders:
1. have 12 players with 4 mechs per player as well.
2. have use of artillery and air strikes, a potential of 12 x 4 as well.
3. have turrets (i'm not sure how many turrets per map) but pretty darn much. Let's say 10-15 spread throughout the map and perhaps 5-6 in the vicinity of each gate, depending on the number of games respective to the map.
4. have friendly dropship pilots. Hey dropships land during an attack on base too, and guess what, they too have lasers that fire at the attackers.
5. have gates. And currently you can only take out the power generators from very limited vantage points.
6. have clan weaponry. In the case of clans defending a base, they have the additional bonus of ALL their mechs having increased range over IS mechs (even with IS quirks. Not all quirks give extended range) which gives them an increased advantage during defense, especially refer to point 7.
7. The gate acts as effective choke points, where defenders can fire at on-rushing attackers behind or near the safety of turrets. Another clear tactical advantage for defenders, especially for clan defenders.
8. Have the timer. If defenders can successfully sit behind and use the choke points effectively. They can peg the attackers down and wait till timer runs out.

So really, why would attacking be a good idea for any competent commander tactically and strategically?

I applaud the dev team for getting CW out. However, I honestly think a review of the numbers and balancing are desperately required. It just doesn't make any tactical sense to attack in CW's current state, especially for IS.


(Ps. some say attacking is still very viable for instance, 12 lights can storm a base and take out the orbital gun rather quickly. To this, I say....really? Let's talk common sense, while it is possible that a really fast and quick force could in theory do this....lights? storming a base and winning?... what's the point of assault mechs then? If that's such a viable and easy thing to do, human history itself would have many victories where light infantry or armor can easily storm a base and destroy or capture an objective. Erm..... no).

Edited by Daehoth, 12 December 2014 - 06:35 PM.


#26 Kushiel

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Posted 12 December 2014 - 07:20 PM

Thanks very much for fixing my frame rates! Huzzah!

#27 Johnny Z

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Posted 12 December 2014 - 07:30 PM

The mech wrackage around the battlefield should stay, at least some of it and some of the smoke from them to. If they vanish to soon or what ever it will be a hit to the sim. But ya the fps is more important at this point.

#28 playful0

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Posted 12 December 2014 - 07:40 PM

I will see how it goes it it ever downloads, speed test shows me at 15Mb per sec, says 10 hours for under 200 megs to download, seems a bit nutty to me

#29 SolCrusher

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Posted 12 December 2014 - 07:45 PM

How about makin' where I can break my contract and switch sides so I can at least find some CW matches.

And please get rid of that damn fist! Where's my lonewolf at? Why can't I just go fight for the highest bidder? PGI you FAIL!!!!!!

Edited by SolCrusher, 12 December 2014 - 07:46 PM.


#30 NocturnalBeast

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Posted 12 December 2014 - 08:50 PM

View PostSolCrusher, on 12 December 2014 - 07:45 PM, said:

How about makin' where I can break my contract and switch sides so I can at least find some CW matches.

And please get rid of that damn fist! Where's my lonewolf at? Why can't I just go fight for the highest bidder? PGI you FAIL!!!!!!



You failed at reading what they said was going to be in this phase of CW and what they said would be in the next phases.

#31 Iskareot

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Posted 12 December 2014 - 08:55 PM

For the first time in two years... the game is crashing about every 2 or 1 game.... straight to desktop. Is there a log file I need to send in? Id love to resolve this stuff.

(this is of course related to the patch) fyi

#32 Kiiyor

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Posted 12 December 2014 - 09:50 PM

View PostBmetranger, on 12 December 2014 - 05:14 PM, said:

looks like they will have to rduce the number of planets up for contention by about half as they do not have enough of a player base to support them as seen by the really long queue times.


OR...

They have far too many players clustering around the same handful of contested planets.

"Planet Butte Hold needs defenders!"
*1000 players click*
*12 get in*

I think we need a lobby counter, showing how many players are trying to get into the same battle.

#33 Milkman Luke

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Posted 12 December 2014 - 11:25 PM

With CW as it is right now, the most populated groups are going to consistently win. Period. If they can push repeated attacks on a planet, the group with less people simply cannot defend it. The populated team will No Contest Base Grind to victory. The Liao/Davion border seems like a pretty prime example of this. Liao is getting hammered by more attackers than it can counteract. It wouldn't surprise me if Marik and Smoke Jaguar were having similar troubles.

*edit*

My joke sig has suddenly become unusually topical.

Edited by Milkman Luke, 12 December 2014 - 11:26 PM.


#34 Noesis

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Posted 13 December 2014 - 01:42 AM

Posted Image



#35 Xenru

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Posted 13 December 2014 - 03:23 AM

Anyone else having a problem with the Exchange Xp button not working???

#36 M A S E

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Posted 13 December 2014 - 04:17 AM

I would suggest create/join a lobby system as you select a planet and follow that up with matchmaking between the opposing faction.

Or
When a player/ unit is searching for a match in CW, give them a button that sends notifications to everyone in the same faction instead of these random ones poppin' up that really don't do much much at the moment except tell the obvious. I wish the notification concept was added alot sooner. PGI can also use these as a direct communication to players such as; server shutdown reminders, a replacement for the rewards prompt.

Or both and give people the option to filter/ turn off notifications.

I also wonder if a "community" tab in the front end will be added at some point. Showing twitch feeds/ highlights, challenges and their stats/ leaderboards, social feeds, community chatrooms (which bridge with the current social functions) and a news feed things like; community events, the competitive scene and recruiting.

Edited by M A S 3, 13 December 2014 - 04:43 AM.


#37 VagGR

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Posted 13 December 2014 - 06:30 AM

fps is way better now but it still drops to around 25 at times. pls working on it

#38 Big Tin Man

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Posted 13 December 2014 - 08:40 AM

View PostMilkman Luke, on 12 December 2014 - 11:25 PM, said:

With CW as it is right now, the most populated groups are going to consistently win. Period. If they can push repeated attacks on a planet, the group with less people simply cannot defend it. The populated team will No Contest Base Grind to victory. The Liao/Davion border seems like a pretty prime example of this. Liao is getting hammered by more attackers than it can counteract. It wouldn't surprise me if Marik and Smoke Jaguar were having similar troubles.

*edit*

My joke sig has suddenly become unusually topical.


Do keep in mind they were supposed to scale the contract rewards up as a faction loses worlds. You Liaos love your mercs, right? Maybe they can save you. ; )


#39 Allen Ward

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Posted 14 December 2014 - 07:13 AM

You know what, I could play Sulphur Rifts map perfectly BEFORE the hotfix (2 days ago). Now my client crashes due to memory allocation error as soon as I turn my mech towards the buildings inside the Rifts base. Frame rate drops instantly from 35 fps facing the hills to 5 and less when facing the gun/generators/buildings, screen freezes and then the client crashes. Mechs running around me or mech chassis lying around dont affect frame rate that much (maybe -5 to -10 fps for me). It's the big objects. The other map works fine, so such issues. (I am assuming the hotfix to be deployed by now, correct me if it didnt happen).





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