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Mode Gameplay Balance

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#1 Wildstreak

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Posted 28 December 2014 - 01:05 PM

So I tried some of this and have come to see this is not Hardcore Mode, it is a sadist's dream. This is my Beta feedback from playing.

Right off the bat, the Defender has massive advantage for the following reasons not in priority order because I did not bother to rank them,

1 - Attacking Gate Generators
There is only one path per gate by which this can be done making it predictable and easy for defenders to know where to shoot attackers. If attackers wish to counterfire, the defenders have several locations where they can be at making it harder to shoot back especially when you factor in strikes, this includes Jumping & Fast Mechs who can access some locations others cannot. The result is defenders having an easier time picking off attackers who are severely pressured to both open the gates & defend themselves. In addition, there is currently only one way to open the gate compared to previous Mech games where you could capture a device like the generator or shoot the doors off. There needs to be more ways to get through the gates. Defense is easier than offense in this mode, even more so than in Assault.

2 – 13 Large Laser Tturrets
I figure these have the same 100 health as turrets in Assault mode, that is about half that of a fully armored Locust but with better weapons that never suffer overheat. The Medium Laser turrets are OK, the LRMs are rough, these are just OP, it is like adding 13 fixed location super-charged Light Mechs to the defending team effectively adding a fifth wave of defenders to go through. They should be dropped to 1 Large Laser much like a modified Locust-1V carries and/or some changed out for Medium Laser and/or LRM turrets.
Speaking of turrets, why does Sulforous Rift have more turrets guarding Gamma gate than any other?

3 – Cannon Health
Then you have this Omega Cannon, once you get down 3 Generators each just under Locust health, this thing has about the same health as a fully armored King Crab and only one way to shoot at it again making it easy to kill off attackers. This should be replaced by a capture system for the Omega point similar to Conquest.

Other problems.

4 – Planets do not have Battle History
Not all planets have the history of battles fought on them listed. This would be helpful in determining if opposing forces are still present for another round though an in game clock may be needed. Examples include these 2 shots, Graham IV has some history showing but Rodigo has none despite being a hard fought planet on the IS v Clan front.

5 – Problem with First Drop
As the screenshot below shows. I though whatever Mech was on the left of my Drop Deck was automatically my first drop choice so I changed it around after my team formed. You can see the Centurion-AL on the left chosen there but the Awesome-8Q, my original left Mech, is still listed by my name on the right and I dropped in it first. No instructions are given for what to do in this part of CW, guessing does not help.

6 – Time for Next Drop
If I get Killed or Eject, the time to my next drop is not always the same. Sometimes 30 seconds, other times 15, I have even had 10 and 5. Once, I did not even get the chance to choose which Mech I dropped in next, I went to the screen just to see it disappear and I dropped in a different Mech than I wanted.

7 – No Surrender Option
This is also true of PUGging in the other modes. MWO really needs one, I just watched a match earlier where our last man was AFK with 2 drops left. The defenders had to kill his AFK Mech then wait there for 2 more AFK drops of the same player. A Surrender option needs to be implemented in game somehow.

8 – No Listing of Players Waiting to Fight
There is nothing showing how many per faction are present at any time in CW or at each planet. At least a number if not name listing. If I drop on a planet where I see the number of people per side is close, I am more likely to stay hoping for full teams than a planet where there are nine on one side and zero on the other. Seeing how many per faction are present at any time would determine what front I go to, if Liao has 0 on, I am not picking a battle on their front.

9 – No Explanation of Planet Bars
While waiting to drop, there is this semi-circle around the planet of 15 boxes colored Red & Blue, one will have a sword icon in it. What the heck are these for? Which ones determine if I am an attacker or defender? Like #5, there needs be an explanation of this and how it works.

Despite what some people in matches thought based on my chat, none of this has to do with the Mech types or player skill. Just the design problems, missing items and overkill on giving the defense benefits. All those complaining about other players and people needing to L2P really should just clam up, this is a Beta meaning stuff is broken and should be found then fixed, not, “Well clearly this is a finished game so any problems are your fault, nothing else.” If you did not play CW with intent to find & fix problems, do everyone a favor and get out. You sound just like all the L2P people when MWO first went Open Beta who did not care about problems found such as LRM coring, the eventual PPC & AC Alpha combo, etc. All that stuff got fixed by those who know what a Beta is for.

#2 Deathlike

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Posted 28 December 2014 - 01:32 PM

View PostMerchant, on 28 December 2014 - 01:05 PM, said:

So I tried some of this and have come to see this is not Hardcore Mode, it is a sadist's dream. This is my Beta feedback from playing.

Right off the bat, the Defender has massive advantage for the following reasons not in priority order because I did not bother to rank them,


I disagree as it is easy as attackers if you know what you know what you're doing.


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1 - Attacking Gate Generators
There is only one path per gate by which this can be done making it predictable and easy for defenders to know where to shoot attackers. If attackers wish to counterfire, the defenders have several locations where they can be at making it harder to shoot back especially when you factor in strikes, this includes Jumping & Fast Mechs who can access some locations others cannot. The result is defenders having an easier time picking off attackers who are severely pressured to both open the gates & defend themselves. In addition, there is currently only one way to open the gate compared to previous Mech games where you could capture a device like the generator or shoot the doors off. There needs to be more ways to get through the gates. Defense is easier than offense in this mode, even more so than in Assault.


This is completely untrue on Sulpher. Every gate generator can be exposed on that map at long range, w/o the need for the ramp that even Boreal has.

These things are easily destroyed anyways as they are meant to be destroyed anyways.


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2 – 13 Large Laser Tturrets
I figure these have the same 100 health as turrets in Assault mode, that is about half that of a fully armored Locust but with better weapons that never suffer overheat. The Medium Laser turrets are OK, the LRMs are rough, these are just OP, it is like adding 13 fixed location super-charged Light Mechs to the defending team effectively adding a fifth wave of defenders to go through. They should be dropped to 1 Large Laser much like a modified Locust-1V carries and/or some changed out for Medium Laser and/or LRM turrets.
Speaking of turrets, why does Sulforous Rift have more turrets guarding Gamma gate than any other?


They are annoying, but still suffer from the same flaws as the existing Med Laser turrets. SInce when has anyone said 2 LL been OP? For whatever reason, even PGI capped ghost heat of those things at 2. So, your assessment of that is silly. If you cannot get people to focus fire on them to destroy them on their way to the generators, you have bigger problems.


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3 – Cannon Health
Then you have this Omega Cannon, once you get down 3 Generators each just under Locust health, this thing has about the same health as a fully armored King Crab and only one way to shoot at it again making it easy to kill off attackers. This should be replaced by a capture system for the Omega point similar to Conquest.


The Gen itself is harmless. In fact, if you actually understand the placement of the gen, you can destroy the gen at long range, w/o having to expose yourself to the main turrets. Positioning is key to the firing lane.

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Other problems.

4 – Planets do not have Battle History
Not all planets have the history of battles fought on them listed. This would be helpful in determining if opposing forces are still present for another round though an in game clock may be needed. Examples include these 2 shots, Graham IV has some history showing but Rodigo has none despite being a hard fought planet on the IS v Clan front.


Don't care.

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5 – Problem with First Drop
As the screenshot below shows. I though whatever Mech was on the left of my Drop Deck was automatically my first drop choice so I changed it around after my team formed. You can see the Centurion-AL on the left chosen there but the Awesome-8Q, my original left Mech, is still listed by my name on the right and I dropped in it first. No instructions are given for what to do in this part of CW, guessing does not help.


It is odd bug that occurs, but the BEST solution is always make sure you have the drop deck "fixed" and selecting the only mech you know you want to use beforehand. When you're in a group for CW, the "missing mech listing" is the dead giveaway that your stuff is messed up.

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6 – Time for Next Drop
If I get Killed or Eject, the time to my next drop is not always the same. Sometimes 30 seconds, other times 15, I have even had 10 and 5. Once, I did not even get the chance to choose which Mech I dropped in next, I went to the screen just to see it disappear and I dropped in a different Mech than I wanted.


In games with respawn, timing is key (high level players would use this to their advantage). This is actually important to know your own spawn timers on defense... not so much on offense.

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7 – No Surrender Option
This is also true of PUGging in the other modes. MWO really needs one, I just watched a match earlier where our last man was AFK with 2 drops left. The defenders had to kill his AFK Mech then wait there for 2 more AFK drops of the same player. A Surrender option needs to be implemented in game somehow.


Meh? It doesn't bother me either way there.

Quote

8 – No Listing of Players Waiting to Fight
There is nothing showing how many per faction are present at any time in CW or at each planet. At least a number if not name listing. If I drop on a planet where I see the number of people per side is close, I am more likely to stay hoping for full teams than a planet where there are nine on one side and zero on the other. Seeing how many per faction are present at any time would determine what front I go to, if Liao has 0 on, I am not picking a battle on their front.


I can kinda agree to that, but for the most part, it should be focused on your own faction and not care about the others. "Trade secrets."

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9 – No Explanation of Planet Bars
While waiting to drop, there is this semi-circle around the planet of 15 boxes colored Red & Blue, one will have a sword icon in it. What the heck are these for? Which ones determine if I am an attacker or defender? Like #5, there needs be an explanation of this and how it works.

Despite what some people in matches thought based on my chat, none of this has to do with the Mech types or player skill. Just the design problems, missing items and overkill on giving the defense benefits. All those complaining about other players and people needing to L2P really should just clam up, this is a Beta meaning stuff is broken and should be found then fixed, not, “Well clearly this is a finished game so any problems are your fault, nothing else.” If you did not play CW with intent to find & fix problems, do everyone a favor and get out. You sound just like all the L2P people when MWO first went Open Beta who did not care about problems found such as LRM coring, the eventual PPC & AC Alpha combo, etc. All that stuff got fixed by those who know what a Beta is for.


Well, similar to the Mechbay, there is no "legend" that would help the new player out. It's rather important. As far as a player should be concerned... the Red Sword means you want to help an Attack, and the Blue Shield means you want to help a Defense. However, what happens is very different when you're actually dropping into a CW match. The Red Sword on a piece means you are Attacking or Counter Attacking (when you're playing a Defense contract) and the Blue Shield means you are Defending or Holding (when you're playing an Attack contract).

Of course, we're here to break things and figure stuff out.

I'd still rather have a useful indicator showing whether there are more attackers than defenders (replace the '/' with '<' or '>') and that would be helpful.

#3 Mcgral18

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Posted 28 December 2014 - 02:32 PM

Why do people keep saying defenders have a large advantage?

Attacking is the easiest thing in the world. You pop the gate gens, ball up (asking the PUGs to join you) then rush your particular avenue together, not stopping. You can get all 3 175HP gens down in one wave, and occasionally Omega at 800HP, though it generally requires a second push.

All of 10 minutes for those easy wins.


To defend successfully, it requires much more coordination than attacking. Unless of course it's just PUG stomping...which is generally the case. I'm a little disappointed there is no Elo, or matchmaking for even matches. Group queue provides more of a challenge.

#4 Deathlike

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Posted 28 December 2014 - 03:28 PM

I want to add something that I forgot to mention.

People had complained about CapWarrior when Assault had no turrets. People didn't like "putting themselves" in a circle and wanted something (a base) to destroy. Suggesting that "Invasion" should be an extension of that is insulting, and frankly ignoring past history as a guide.

If I had to hear that turrets are OP, you're not that good a player, especially when they nerfed the health one last time when it was not necessary.

#5 CDLord HHGD

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Posted 28 December 2014 - 04:06 PM

I will not attack, I will not counter attack.

#6 Davers

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Posted 28 December 2014 - 06:06 PM

View Postcdlord, on 28 December 2014 - 04:06 PM, said:

I will not attack, I will not counter attack.

Then you are in the wrong section of the forum. ;)

#7 luxebo

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Posted 28 December 2014 - 06:18 PM

View PostWildstreak, on 28 December 2014 - 01:05 PM, said:

1 - Attacking Gate Generators
2 – 13 Large Laser turrets
3 – Cannon Health
4 – Planets do not have Battle History
5 – Problem with First Drop
6 – Time for Next Drop
7 – No Surrender Option
8 – No Listing of Players Waiting to Fight
9 – No Explanation of Planet Bars

I do realize you only got through a bit thus far, but regardless:
1-I think there simply needs to be more cover in passing to the gens. I hate it immensely when clanners tell me "you guys have better lights and brawlers!" So then I take em all out and die instantly.
2-Eh... these are very annoying but I guess they might need a slight nerf or some variety. We might need light for example some ML and LRM turrets, maybe some SRM/SSRM, maybe some PPC (regular), maybe some AC ones.
3-A capture system will make it super impossible to win period. Otherwise it means stand in the square and hope none of the defenders are gonna touch the square.
4-This will be filled in I'm sure.
5-I know for sure there is a drop deck trial mech issue. It will be fixed though hopefully. I don't know about your issue though, prob another bug.
6-Agreed here, time needs extend/a button to drop.
7-Surrender should be here, I agree.
8-I agree with Deathlike and yeah, should be viewable with own faction unless allied with Clan vs IS.
9-Yup.

Hopefully they release a CW guide too on how to do things and whatnot for newer players. They need an overall tutorial of course too.

#8 Wildstreak

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Posted 29 December 2014 - 02:21 PM

No time for responses now but 2 more points to add.

10 - Matchmaker
Invasion battles happen over 30 minutes, twice as long as the usual PUG fight. On top of that, there is an average of up to 10 minutes waiting for one team to form then another 10 for the opposing team. That's almost a full hour. Having time to plan is great but there are times when the first 10 minutes of your team forming is wonky. I have times when I see myself and 11 PLAYERS RECIEVING ORDERS sitting there for over a minute then people leave and I never know who while other times I have me & 6 others then, BAM, suddenly we have a 12 person group with 5 showing up out of nowhere. Forming a team has no consistency to it.

11 - Planetary Battle Generator
I read in the CW materials there is a random program that creates these, well it is broken too. Some factions have more fights to choose from than they know what to do with while others have a narrow focus. Here is the list as of when I typed this yesterday with notes as to whose territory it is in.

Jade Falcon (JF) - Golandrinas (S), Butler (JF), Maxie's Planet (JF), Romulus (W) maybe, Icar (W), total 5

Wolf (W) - Icar (W), Maxie's Planet (JF) maybe, Romulus (W), Planting (S), Liezen (W), St. John [R], Elissa (GB), Ferris (W), total 8

Ghost Bear (GB) - Elissa (GB), Ferris (W), St John [R] maybe, Dawn (GB), Pomme De Terre [R], Soverzene (K), Luzerne (GB), Byesville (K) maybe, Savinsville (SJ) maybe, Idlewind (SJ), total 10

Smoke Jaguar (SJ) - Idlewind (SJ), Savinsville (SJ), Luzerne (GB) maybe, Byesville (K) maybe, Wolcott (K), total 5

Rasalhague [R] - Planting (S) maybe, Luzerne (W), St John [R], Dawn (GB), Pomme De Terre [R], Soverzene (K) maybe, Maule (K), Setubal [R], Orestes [R], Severen (S), total 10

Steiner (S) - Golandrinas (S), Butler (JF), Maxie's Planet (JF) maybe, Romulus (W), Planting (S), Severan (S), Orestes [R], Konstance (S), Dromini VI (K), New Earth (S), Graham IV (D), Chertan (S), Rochelle (M), total 13

Marik (M) - Rochelle (M), Chertan (S), Harsefeld (M), Tsinghai (D), Scarborough (M), Altorra (L), total 6

Liao (L) - Scarborough (M), Altorra (L), Tsinghai (D) maybe, Maladar (D), Teng (D), total 5

Davion (D) - New Earth (S), Graham IV (D), Harsefeld (M), Tsinghai (D), Maladar (D), Teng (D), Sadalbari (D), Misery (K), total 8

Kurita (K) - Sadalbari (D), Misery (K), Konstance (S), Dromini VI (K), Orestes [R] maybe, Maule (K), Setubal [R], Soverzene (K), Luzerne (GB), Byesville (K), Savinsville (SJ), Wolcott (K), total 12

It is funny how the more aggressive Clans, JF & SJ, got fewer battles. Seems there was an attempt to create battles for each front, problem is this creates more fights for some factions than they may be able to handle. Even more complicated, some battles are at the junction of 3 states so some of these are marked 'maybe' on my list because a third faction might be able to fight there. Finally, the specific planets where the IS forces can mix together are not clearly marked, I do not recall mention of Clans fighting together.

Point of 11 is some factions with fewer fights may wind up dropping in Attack against no Defenders thus they get wins, can happen to Factions on either side and explains some of those planet changes. Clans seem to attack each other less so they have the fewest fights to focus on by attacking IS worlds.

#9 Nightmare1

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Posted 29 December 2014 - 02:34 PM

...And yet, my Unit is able to achieve wins despite the best efforts of Defenders. We've even rolled Clanners a couple times.

As far as the 1st Mech to drop, it doesn't have to be the leftmost. You can click whichever one you want and it will say "First Drop" under the Mech.

Frankly, I think that things are going okay as they are. The only recommendation I have, is to decrease the health of the three subsidiary generators and the Omega Generator by a few points. Having to destroy all four is a tall order when attacking Clanners.





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