Jump to content

Skirmish Drop Mode For Pug


2 replies to this topic

#1 Dudeman3k

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 520 posts
  • LocationMom's Basement

Posted 25 December 2014 - 07:24 PM

If communication wins "attacks"......

why would you have a majority PuG formation even attempt this?

Many, many, many games in, I've noticed pre-mades will always win in "defense" by Either LRM sync'ing and drop ECM coordination, or with communication VOIP alone.

I would very much like to enjoy this game, and everything in it.... but not in a group. Lets face it. I work 40 Hours a week (not at home like these boomers), I Drill once a month, and Life happens. This game doesn't have any real E-sport value worth "training" for and frankly its an OK game at best if you were to really boil it down.

I REALLY like the drop ship mode, and I like the idea of being a "for hire" goon for a planetary battle.... so why isn't there a straight battle field Skirmish to route the enemy to REACH the cannon in the first place?

I believe a PuG group would have a better chance (more so than ATK/DEF) in a "route your enemy" game style, leaving the DEF and ATK to the hard-core faction clans (groups?).

With this said, a PuG can never "capture" a planet, but he can "help" secure it.

Those boxes around a planet: lets assume 2 of the 8 of them are reserved for "Battle field" drop ship "route the enemy" campaigns. These are the ONLY squares PuGs can drop in to (because lets face it, lone wolves like me can care less who owns the planet). This would mean more player interaction without having to lose your Girl-Friend because you need to join a "group" and "Practice" for a fictional universe with no real gains.

In short, Im sure we PuGs would love to help in the CW function, but it will need to allow a better game mode to accommodate the lack of VOIP and team composition.

#2 Red October911

    Member

  • PipPipPipPipPipPip
  • Cadet
  • Cadet
  • 211 posts
  • LocationMTL,Quebec

Posted 25 December 2014 - 08:28 PM

View PostDudeman3k, on 25 December 2014 - 07:24 PM, said:

If communication wins "attacks"......

why would you have a majority PuG formation even attempt this?

Many, many, many games in, I've noticed pre-mades will always win in "defense" by Either LRM sync'ing and drop ECM coordination, or with communication VOIP alone.

I would very much like to enjoy this game, and everything in it.... but not in a group. Lets face it. I work 40 Hours a week (not at home like these boomers), I Drill once a month, and Life happens. This game doesn't have any real E-sport value worth "training" for and frankly its an OK game at best if you were to really boil it down.

I REALLY like the drop ship mode, and I like the idea of being a "for hire" goon for a planetary battle.... so why isn't there a straight battle field Skirmish to route the enemy to REACH the cannon in the first place?

I believe a PuG group would have a better chance (more so than ATK/DEF) in a "route your enemy" game style, leaving the DEF and ATK to the hard-core faction clans (groups?).

With this said, a PuG can never "capture" a planet, but he can "help" secure it.

Those boxes around a planet: lets assume 2 of the 8 of them are reserved for "Battle field" drop ship "route the enemy" campaigns. These are the ONLY squares PuGs can drop in to (because lets face it, lone wolves like me can care less who owns the planet). This would mean more player interaction without having to lose your Girl-Friend because you need to join a "group" and "Practice" for a fictional universe with no real gains.

In short, Im sure we PuGs would love to help in the CW function, but it will need to allow a better game mode to accommodate the lack of VOIP and team composition.


Well to be honest I don't really see the point of it. I mean you say you'd like to skirmish to help take over a planet as a PUG, but don't care about who owns the planet, isn't the whole point of CW getting the feeling that your taking over a world? I mean how would this PuG skirmish in CW differ from normal skirmish?

I'm currently in a clan, and although I'll be the first to admit I don't have much of a life, even if I did, it's not as big a commitment as you think (although that being said I am just a recruit...but so far in a week of clan fights it's been jump on TS just so like that you can coordinate attacks on time and not run around like a headless chicken, haven't done an ounce of practice or training..Then again if CW changes to a focus on huge map with objective based games, then perhaps it would change). Most other organized unit members know there's a life other than mech warrior, they just want to have people which they can have fun with over comms. I suggest you try joining a unit just to see how it is, you'd be surprised.

That being said, I know a lot of ppl rage about this, but I'm not against having PuGs join in on the fun, like you some just can't cope with being with a unit (assuming you've tried it first) and would just like to get in on the action. i'm sure their's a way to get both those like me who want objective based tactical gameplay and pugs who just want to play with a little more meaning than queue a common ground. Idk what it would be, but I'm sure their's got to be something...

Edited by Red October911, 25 December 2014 - 08:31 PM.


#3 Dudeman3k

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 520 posts
  • LocationMom's Basement

Posted 25 December 2014 - 09:17 PM

I did do the group play way back in closed beta. VOIP and all, Murphys Law if you've heard of them.

As much as I liked the guys, I'd have rather played alone (I could play a few matches in 15 minutes and call it a night, vs, gathering the group, getting on comms, mod'ing mechs to provide a role, and THEN finally starting a match half an hour later).

As you see, I am a founders. I was bought in with CW in mind... so why am I punished for not being in a group? Like my opening statement implies, Communication will always win any battle field (in real life and in games), so why would a 12 man be pitted with a 100% PuG group? just to stomp? If this is the case, it hurts every faction to even harbor someone who isn't in a "group"... and thats an issue.

"Well to be honest I don't really see the point of it. I mean you say you'd like to skirmish to help take over a planet as a PUG, but don't care about who owns the planet"

- Thats right, we dont care who owns the planet, but we DO want to play the game. Like I mentioned before, PuGs cannot take a planet. That is left for the real faction members, the 12 mans to be pitted against another 12 man to finalize the Defense/Attack. It would be a real bummer if the faction lost a planet due to a random drop of defenders because they were PuGs (PuGs that can care less to boot).

I (like most I bet) love the idea of objective based missions, but when the odds are stacked against you for the lack of "communication" it would, in fact, be best if we (PuGs) were given another role in the CW structure. To fight the battles with less emphasis on control. A Skirmish with Drop mode. depending on what "contract" you have, you fight for them, but with little actual influence on the planet control (remember, only 2 of the 8 boxes are used to complete the control of a planet). This way, PuG's can actually be helpful, whether they know it or not. To us, its another match, but a match that benefits the hard-cores in a way.

This way it keeps the casuals (like myself) who are founders, bought in with the idea of CW, and still contribute without actually being dedicated. I hope that makes sense.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users