Incoming Patch, Dec 18Th Eta Tbd. Update X3
#181
Posted 19 December 2014 - 08:13 AM
#182
Posted 19 December 2014 - 08:19 AM
The lights should be a lot easier to kill now with the latest fix. So if things are covered properly it shouldn't be a problem....unless you are saying that the generators only take a few hits to kill?
I haven't had a chance to check things out yet.
Wardog316...
The XP bonus only works if your team wins.
But Premium bonus should just work, if your time is activated.
Edited by ThatGuy539, 19 December 2014 - 08:19 AM.
#183
Posted 19 December 2014 - 09:07 AM
- Invasion mode seems better balanced between attacking and defending.
- Seeing the number players dropping at each CW planet is great. However, even with 60+ on both sides the matchmaker seems to be struggling too much to put groups into the game. Is the wait truely for making up teams or is there something else bottlenecking like waiting for an open server?
#184
Posted 19 December 2014 - 09:57 AM
SilentScreamer, on 19 December 2014 - 09:07 AM, said:
If I recall from the discussions, there is still a queue once a match is made and only 1 match launches for a planet per minute max so the territory you are fighting over is reserved until the fight is complete (i.e. max 11 matches underway at once per planet). So if there are 60+ on each side, you may have a 12 v 12 ready, but you are waiting for a territory on the planet to become available for a fight, and you have 5 groups waiting for a territory.
From my experience last night, it was best to seek out planets with ~20-30 in queue.
#185
Posted 19 December 2014 - 10:01 AM
SilentScreamer, on 19 December 2014 - 09:07 AM, said:
- Invasion mode seems better balanced between attacking and defending.
- Seeing the number players dropping at each CW planet is great. However, even with 60+ on both sides the matchmaker seems to be struggling too much to put groups into the game. Is the wait truely for making up teams or is there something else bottlenecking like waiting for an open server?
Remember there are only a few battles per planet, im not sure if only 1 or 2, so even if there are 60+ they need to wait to the one before to finish, and also to form a group of the right size
Edited by ImperialCrusader, 19 December 2014 - 10:40 AM.
#186
Posted 19 December 2014 - 10:10 AM
IronClaws, on 18 December 2014 - 06:27 PM, said:
The Awesome is Large. The Stalker is Large. The Crab is Large. I'm not certain of the Victor.
I see no reason the Garoyle shouldn't be. I think Russ even said on Twitter, that it was a mistake.
Edited by Kevjack, 19 December 2014 - 10:11 AM.
#187
Posted 19 December 2014 - 10:12 AM
All I can say to PGI is =(GET YOUR SSHHITT TOGETHER TO FIX YOU GAME)
#1 CW should be like the solo pug queues tops 5 min wait for any battle DERP.
#2 How do I fix this? Simple fill CW up with Clan or IS random PUGS just like you do the solo MM queues.
# Get it done before MWO goes nose up and dies.
Edited by DIrty Crazy Harry, 19 December 2014 - 10:13 AM.
#188
Posted 19 December 2014 - 10:42 AM
DIrty Crazy Harry, on 19 December 2014 - 10:12 AM, said:
All I can say to PGI is =(GET YOUR SSHHITT TOGETHER TO FIX YOU GAME)
#1 CW should be like the solo pug queues tops 5 min wait for any battle DERP.
#2 How do I fix this? Simple fill CW up with Clan or IS random PUGS just like you do the solo MM queues.
# Get it done before MWO goes nose up and dies.
If you have paid attention to Russ, Paul, or listened to the Town Hall podcast. CW is weighted toward pre-made 12 man drops. Now, that being said, there are things you can do as a solo player to increase your chances of getting a drop. The Comstar TS server is a place you can go to look for a group or coordinate queues. The BB here have threads about where people are queuing to attack also. I really don't want to join a Merc unit, so I am in the same boat as you. I generally have luck, solo dropping on planets that have lots of battle history. Follow the messages, look at the new queue counter, and don't wait more than 5-7 mins on a map without a drop. I generally can find a drop solo in about 3 minutes, but I'm Davion faction with a higher player base.
Edited by Kali Rinpoche, 19 December 2014 - 10:47 AM.
#189
Posted 19 December 2014 - 11:46 AM
ThatGuy539, on 19 December 2014 - 08:19 AM, said:
The lights should be a lot easier to kill now with the latest fix. So if things are covered properly it shouldn't be a problem....unless you are saying that the generators only take a few hits to kill?
I haven't had a chance to check things out yet.
Wardog316...
The XP bonus only works if your team wins.
But Premium bonus should just work, if your time is activated.
I'm saying I watched a solo spider kill one in less than 5 seconds, and I watched a firestarter in about the same. (no I wasn't just standing there, I was trying to get the lil cuss')
between those being so simple and fast to destroy, even with the low firepower those mechs carry, and the fact that they lowered the cannon generator's health to split it up among those, even at 125 more health overall, it is faster and easier to zerg rush the generators and cannon than it ever had been previously
#190
Posted 19 December 2014 - 02:14 PM
#192
Posted 19 December 2014 - 03:10 PM
#193
Posted 19 December 2014 - 03:31 PM
PGI say they want more brawling inside the gates, in a environment that heavily favours the defenders.
If they want us to brawl that's fine but make it an even playing field somehow.
Looking at the situation as it stands what military force would go up against an equal sized, unquantified skill level opponent inside fortifications. They would solve this problem with long range artillery, air support and probably superior numbers. Or with speed, oh wait, we're not allowed to do that.
CW is great fun but I think it requires more thought before it becomes a balanced game mode.
Edited by PhoenixNMGLB, 19 December 2014 - 03:33 PM.
#194
Posted 19 December 2014 - 06:01 PM
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