Cyborx, on 28 December 2014 - 08:50 AM, said:
Did you ever really try to "abuse" someone as meatshield in attack mode as long as it denies stepping through the gate? You ´ll need a lot of luck to make this work.
Even the meatshield use of a PUG-Turret only works in defence. That´s the reason why solo players and newbies shouldn´t play attack mode at all. NO USE AT ALL! Absolutly hopeless!
What the Invasion mode needs, is a possibilty to end a defense mission asap ,if possible.
So often there´s a huge mismatch between the attackers and the defenders. Overwhelming attackers means winning in 5 minutes by destroying objectives. Only solution for overwhelming defenders is spawncamping for 15 minutes. Many attackers then won´t even touch the ground before getting wrecked,but the "Show" still must go on. And finally, the worst BS that can happen, is a superboring tie at closed gates. Watching a wall for 30 minutes. So exciting! Gimme more!
Or possibly a rework of how the CW queue works overall. It's not difficult for them to add a separator in there somewhere....solos and groups of, oh, 3-5 end up in one queue and larger groups end up in another. Do the math, I'm sure there's a better number than 3-5, but you get the point, right?
There's also more than the whole attack/defend in the works, too.
When I first started playing in CW as a solo, I tended to end up on teams that communicated well...whether it was a big group with a couple of us fillers or multiple smaller groups with solos. Teamwork wasn't what you'd see with TS but it was recognizable as teamwork.
This last weekend, due to yet another poorly thought out and even more poorly implemented event from PGI, we got the bottom of the Solo Queue septic tank in CW. Are they here to stay or will they leave once the bonuses drag them back to the Solo Queue? Who knows?