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People Hate Counter-Attack - They Insta K Eject Or Disconnect. - Thanks Pgi!


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#21 Kjudoon

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Posted 26 December 2014 - 09:59 PM

Then maybe if your 12man is experiencing this, a polite email to the unit who did it would be a good idea.

#22 C E Dwyer

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Posted 27 December 2014 - 02:58 AM

No they don't i've seen two people disconnect, but that has had a massive increase in all modes of matches I've been in since CW went beta.

the same time my ping jumped up 20-40 points, the issues are all technical at PGI's end,

I have never seen a deliberate eject unless they were in a badly damaged mech or one out of ammo, and all yes all the people I noticed attempted reconnect, one poor b'stard had to do it three times..


The real issue is that the introduction of CW, which most of the people playing, have been clamouring for, has seriously screwed up the games stability.

Even basic things like the visual cap/uncap bars in conquest arena battles don't fill the boxes completely.

This is being magnified inside CW matches by people, mostly clans jumping ship to be in the bestest team (like all sad communities in every PvP in taken part in, abandon the faction they have been in and supported to join the team most likely to win, causing further game imbalance.

I haven't seen any clanners other than Ghostbears for the last two days and seen several 'staunch' Steiner jump ship to avoid the clan zerg, its pretty sad.

But I still aint seen anyone deliberately avoiding Counter attack

#23 C E Dwyer

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Posted 27 December 2014 - 03:15 AM

View PostShinVector, on 25 December 2014 - 09:54 PM, said:

Question: What the heck is the difference between Counter Attack and Attack ?

Why did PGI bother with 4 different terms for 2 of the same thing ?


It gives your 'side' a chance to regain territory, before the flip, its kind of self explanatory, it also slows down the rate of planet captures, as to not have this mean that the Is will have run out of planets by about february, at the present rate of capture.

But then CW is pretty screwed up, dull, and flawed, and will remain so until the maps are binned and started over, as no amount of tweaking, will ever change the fact that the only tactic is the zerg rush which now has to be done four times instead of once, which means because of the speed of clan heavies, coupled with there extra durability, and the fact most of the best teams, run clan, CW is already a pointless addition to Mech Warrior.

CW is nothing but the charge of the light brigade at Balaclava

Or if the attacking team happens to be a pug then

Pickets Charge at Gettysburg

Turrets to the right of them turrets to the left, and into the valley of death rode the 600

Edited by Cathy, 27 December 2014 - 03:23 AM.


#24 IraqiWalker

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Posted 27 December 2014 - 03:51 AM

View PostCathy, on 27 December 2014 - 03:15 AM, said:


It gives your 'side' a chance to regain territory, before the flip, its kind of self explanatory, it also slows down the rate of planet captures, as to not have this mean that the Is will have run out of planets by about february, at the present rate of capture.

But then CW is pretty screwed up, dull, and flawed, and will remain so until the maps are binned and started over, as no amount of tweaking, will ever change the fact that the only tactic is the zerg rush which now has to be done four times instead of once, which means because of the speed of clan heavies, coupled with there extra durability, and the fact most of the best teams, run clan, CW is already a pointless addition to Mech Warrior.

CW is nothing but the charge of the light brigade at Balaclava

Or if the attacking team happens to be a pug then

Pickets Charge at Gettysburg

Turrets to the right of them turrets to the left, and into the valley of death rode the 600


The defenders have a good advantage. However, suicide runs only really show in non 12 v 12 play. In 12 v 12 play, I've seen drops where one team just ground out the defenders, and killed them to the last.

I was also on the receiving end of that when pugging today. Dropped against a Mercstar 12 man, and they took us out (Sadly, we could have actually won, if the rest of the pugs didn't abandon alpha lance's drop location, and gave MS 12 free kills, unopposed).

What sucked at the end of that match was that many of the players were claiming that Clans are OP. Which is neither true, nor why we lost. We lost because they tried to get into a sniper fight with the clans. We lost because they cared more about padding their damage scores, than they did about winning. We lost because they lacked the mental fortitude to push forward and reclaim the landing pad for Alpha lance. We lost because they gave the enemy team 12 TWELVE! free kills. Many of them will never know why we lost, and instead hang on to the notion of "clans OP" instead of trying to improve their play, and learn to follow orders. (For the record, I was dropping solo)





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