AeusDeif, on 22 December 2014 - 11:50 PM, said:
Based on what I've read and personal experience playing the CW Beta I've seen a few major issues;
1. 12 mans often stomp Pugs or divided groups. This is mitigated in normal game but not CW.
2. The 'deadline effect' of Ceasefire gives player bases that play around that deadline the bulk of the advantage as far as taking planets.
3. There is nothing in place to prevent one faction from becoming overpopulated, giving them further advantage in taking planets.
4. Therefore the fight for a planet is vulnerable to exploit, and as the only representation of faction success or failure, it makes loyalty to a faction not fun (unless you are in a faction exploiting these advantages). Really, think of how much fun it is to play for Liao now. There is no incentive. If one faction WINS all of CW, there is no more CW. There must be a balance to keep the tension and the fun going... to keep the game 'world' diverse and alive.
5. There is a slight range advantage for clans defending on boreal; not enough to win the match, but when combined with #1 it's noticeable because coordinated forces will exploit that range advantage, and uncoordinated players probably won't know the counter to it.
I will make some suggestions, and invite others to do the same regardless of their 'alignment', with one request: be constructive, let's build a better CW experience for everyone.
1. A better player should trump a less skilled player. A group of players who pool their skill together and use teamwork
should beat those who choose to not do this. This is not broken, it is working. On the hopeful side of MWO we may have a game mode that actually incentives playing in a group and learning teamwork!
2. This mechanic does need some work. Allow for a tally of all victories in a set period of time to count, or through the timed deadline out and just allow planets to switch based on total number of wins over defense.
3. I am not sure we want something in place to keep all the factions evenly populated. If all factions are made equal, and all player skill and group play mitigated, why even have CW or the game for that matter? It makes more sense to do at least twice the current rewards for low populated factions and really incentive folks joining up. Still, if folks all want to gang up then so be it. If everyone goes Liao to troll the Devs and make the IS one green splat on the map, they should be allowed to do so. God help us if this were to ever happen. Hopefully we would have enough taste to go Marik instead.
4. The planet battle only seem open for "exploit" at a fairly low population range. If you can't get enough sets of 12 to play and the other team is overwhelming you I am not sure I would call that an exploit though. Sounds like your being overwhelmed. The mechanics of the Queue do seem to need some work still, specifically in terms of how it can be manipulated in terms of how quickly your group can queue up and force a certain battle type with low pop factions. I hear we may soon have this fix, but this is the closest thing I can think of to what you might be calling an exploit. If any faction sets the max number of teams against the other team, it shouldn't matter how many more folks they have if you can cap the queue out yourself...the queue caps out... If a faction can not get population, and/or can not organize to fight, the opposing faction should not be penalized. If I were playing Liao right now I would be having fun. However I would also expect to lose a number of my planets to Davion's superior forces until I could build a better army.
5. Clans have a range advantage on Sulphar too if your fighting in one of the long stretches leading to the base. That's ok. It's what makes them clan. If your suggesting we nerf Clan range, then one of the core things that make clan weapons different goes away. If you are suggesting we nerf any area where one side has an advantage, why not just make zones that allow for everyone to be invulnerable? LRM's are to OP in open spaces, I want a portable roof. Unorganized players may not torso twist well, give them x2 CT armor! Tight spaces give to much advantage to brawlers so make it so they can only hug in those areas!
Other issues I see -
All players have the same CW mechanics. I think Faction oriented players should have their own rewards and benefits, not just a boost in LP, and that Mercs should be treated differently. What does a Merc care about a faction skin? Give them more c-bills. The old CW concept of different buckets for the different types of player bases was much more interesting to me.
Some planets are currently un-attackable.. Seems silly. If it's a faction's last planet, maybe, but then why not simply allow for a faction that has been wiped to always have a few planets they can "rebel" on and regain control?