Edited by lsp, 29 December 2014 - 01:00 AM.
No Point To Playing Cw
#21
Posted 29 December 2014 - 12:59 AM
#22
Posted 29 December 2014 - 01:22 AM
lsp, on 29 December 2014 - 12:59 AM, said:
And yet MS was playing all night attacking FRR. Apparently the queue has enough pugs playing that full units aren't seeing each other much.
#23
Posted 29 December 2014 - 01:46 AM
No doubt a lot of the pro IS balance came about from forum warriors , And as a lot more people play IS than the clans then it follows there will be more whiners about the clans being OP , which simply is not the case now , The scales are clearly in the IS's favour.
Lastly it is my experience of gaming that people that want OP stuff play whatever they think is OP, So in CW you can always play the clans for a bit you know! Come on over to the dark side!
Clans get rolled too you know.
#24
Posted 29 December 2014 - 01:46 AM
#25
Posted 29 December 2014 - 01:58 AM
It's a combination of poor numbers, and low morale - not wanting to deal with the clan border because of the low win rate. Whether the Clan mechs are better than inner sphere ones is up to debate, but the map design for Alpine certainly seems to favor clantech, meaning a 50% chance right now of dropping at a big disadvantage. Individual clans also have the strategic advantage of having very few factions to border. Assuming that inter-clan fighting is at a minimum, that means that almost all of their focus is on one world. The DC have four worlds to defend, and four worlds to attack, assuming that we ignore the FRR with whom we have a cease-fire. We also don't attack unopposed planets because we want matches, and don't consider the strategic side of things.
We're doing pretty decently in matches when we're dropping as a group, but many of our groups have already become disenfranchised with CW already and - much to my chagrin - are ignoring it in favor of standard drops - making the situation even worse. We don't have half of the numbers we need, and are stretched too thin over too many worlds. We need merc groups like crazy, but they've nearly all gone Federated Commonwealth. Hell, the Fedcom border's main push has been due primarily to merc units.
I'm OK with dropping now, as it's winter vacation, but the number of active Draconis Combine house players in the Oceania/Asia timezones amounts to roughly nil. I actually pulled an all-nighter to try and figure out when the players were available. Turned out it's something like 7am for me, meaning that I'll probably not have any group to play with regularly during normal after-work hours.
Edited by ice trey, 29 December 2014 - 02:12 AM.
#26
Posted 29 December 2014 - 02:46 AM
IS certainly have the edge though in many areas and like I said the clans get stomped too as well. The ice map incidentally is the hardest to assault and the sulphurous the easiest simply because of things like 2 vs 3 attack lanes and the amount of cover at choke points and how far back you can sit from these.
All I can gather is that once the idea was formed that the clans are OP it has stuck and people don't even realise how badly off they are now. IF IS actually played to their strengths they would do a lot better (most rely on sneaky light rush's). Some people in the IS have worked out how the Quirks system benefits them and makeup decks accordingly, others have bad decks (the reason you wont see the clans fielding certain mechs).
#27
Posted 29 December 2014 - 05:15 AM
If the battle is vs Clan (which are the most active planets), 9/10 times it will be a counter attack.
When we drop, 9/10 times our team will be complete pug, and 1/2 the time it is vs premade.
CW can be depressing without a group, thats just the way it is.
Edited by Conduitx, 29 December 2014 - 05:55 AM.
#28
Posted 29 December 2014 - 05:24 AM
CW matchmaking explained - by Karl Berg
Lots of confusing stemming from this it seems. Throughout the entire design, CW is designed as a very roleplaying like territory conquest meta-game. Each planet in the inner sphere is divided into a set of states or territories, each territory has an ownership state (defender or invader), and each territory can only field a single match at a time.
Given this setup, here is how CW works:
All territories start as owned by the defenders. Defenders can queue up to defend this planet, but no matches will ever kick off, as there is simply no objective for the defenders to accomplish on that planet at that time. Once a 12-man invasion team forms, they will lock down a specific territory to invade, and a match will form.
To add some flavour, say territory 1 on Trell I was actually Sarghad. Your 12-man invasion strike team would be dropping to take Sarghad for CJF. Fortunately for you, GDL left Trellwan some 30 years prior for more lucrative contracts, and took the best anti-mech personnel the planet had to offer with them; so you only have to deal with a the 12th Donegal, and Victor runs away. You drop, destroy the 12th Donegal Guards, take out the automated defenses, and Sarghad, along with it's spaceport, is now yours.
We have the ability to customize map and game mutators per territory, so every time you drop on Sarghad on Trell I, you will always see the same map and mutators. As we add more maps and time of day, hopefully this will become a more relevant feature.
Alright, so invaders now own one territory on Trell I, defenders still own 14. Until that first match ends and victory is awarded to CJF, Sarghad is still considered owned by Steiner. We only support 24 players in a single match, so no more players can drop on Sarghad, but there are 14 other territories open on Trell I for battles to form. All of them are currently owned by the defending faction, so no more matches will kick off until an invading strike team forms up. Defenders can queue and form 12-man teams, but you're going to wait in a pre-lobby state indefinitely for that attacking team to form up first, or for that first game to end so you can initiate a counter attack.
To fall back on my diagramming skills:

At the input side, there are queues of groups per planet, per faction. Those quickly form up into pending strike teams of 12 players. That pending strike team queue is a FIFO queue that needs to wait for a pending lobby. Only one pending lobby is allowed per planet at a time, and it is at this time that the territory and game rules are selected for a match. If the territory is owned by defense, the invaders will be attacking and the defenders will be holding. If the territory is owned by the invaders, then the invaders will be holding, and the defenders will be attempting to reclaim that territory by counter attacking.
To answer your specific question, the backend attempts to alternate between attack and counter attack games to give equal chance to both defenders and invaders. It does this by blocking specific match types from forming for a small amount of time, currently set to 5 seconds. For example, if the last match was an attack, the backend will refuse to initiate another attack game for about 5 seconds, only allowing a counter attack game to form. If no defending 12-man is available to initiate a counter attack for those 5 seconds, that lockout will expire, and the backend will allow another attack game to form for a different territory instead.
Again, the whole system is designed from the ground up to operate in a persistent manner. Territory 1 on Trell I represents a specific region in space for us that has ownership properties, and associated map and mutator data. To keep things consistent, we simply don't allow multiple games to take place in the same area at the same time.
#29
Posted 29 December 2014 - 05:31 AM
IS brothers, stop blaming your equipment. It's not your mechs fault.
It's organization and teamwork that is OP. If you want to be successful in CW, join a unit and practice in the group queue with the same group of people consistently, with each member of the team filling a specific role. Then all the clan pugs will think you're OP too.
#30
Posted 29 December 2014 - 06:04 AM
Jody Von Jedi, on 29 December 2014 - 05:31 AM, said:
IS brothers, stop blaming your equipment. It's not your mechs fault.
It's organization and teamwork that is OP. If you want to be successful in CW, join a unit and practice in the group queue with the same group of people consistently, with each member of the team filling a specific role. Then all the clan pugs will think you're OP too.
+1 for your attitude. I would perhaps disagree that "its not your mechs fault" because in many cases it clearly is (hello 2xML Jenner standing between LRM20 Hunchback and flamer Firestarter) but what the hell.
Anyway, the attitude is the issue. I had a funny match yesterday. Complete bunch of pugs some of which I know as rather poor players (and me, yaay!) faced Stainer 8man and four random puggies that were counter-attacking our position on Kurita planet. Boreal vault. Not enough people commited to the generator rush and those three who actually did were damaged and one eventually died. Long story short, the gate wasn't open until minute 15 of the match (!) and even thec we faced 5 assaults and 5 heavies (!!) simply clutching each other behind the gate, too affraid to push (!!!).
Could you believe it? Two atlases, Stalker, Crab Cakes and Battlemaster with all their friends, all fresh and prepared but were simply too affraid to form up and go forward. We had poor mechs, some Adders and even Novas. Would these guys form up and push us we wouldn't stop them before our generators are dead. But they didn't move. They stayed behind and started throwing "clans are OP" stuff in the air. I know my team was bad, one hit and they would crack, but the Steiner guys never figured that out because they were to affraid to do something together. Some way to rule the galaxy that is.
#31
Posted 29 December 2014 - 06:07 AM
Void2258, on 28 December 2014 - 07:31 PM, said:
Come join Davion (or if you must Marik or Liao
#32
Posted 29 December 2014 - 06:35 AM
Wolfiac, on 28 December 2014 - 08:39 PM, said:
So, why not allow 12 man groups to drop only against 12 man groups? Fact is, your wait time would increase dramatically. Fact is, you need the solo droppers and the "pugs" or the quality of your game play diminishes.
IMHO that should be the case, groups drop against groups, and solo puggers drop against solo puggers. End of arguments. Groupies don't have to fight against us unorganized solo drops, and us solo drops don't have to fight against groupies. But that would be the end of the seal clubbing by organized mobs, and that won't sit well with some.
#33
Posted 29 December 2014 - 06:49 AM
Key words for counter arguement.
Firestarter
Quirks
Quirks = balanced all IS to be amazing
No quirks = Only a couple of Cl mechs are amazing, most are UP
Jumpjets.
Generator killing. Clan < Inner sphere.
ER medium laser (and other clan energy weapons) = too god damn hot.
Clans = need quirks, need energy weapon changes.
IS = make the god damn thunderbolt not a better PPC boat then 2 warhawks put together. I mean that thing even puts awesomes to shame
Attackers = Give them tanks, aerospace fighter and other vehicles to assist. (ie long range Long Tom assistance? LRM and SRM carriers? Bulldog tanks? APC's? Etc... Infantry/ battlearmour in this game would make Flammers and MG's so much better to use)
TAG / NARC should allow generators to be targeted by LRM's and SSRM's.
Defenders = different turret models. Different kind of turrets.
Ie very few weapons, poor health, scattered commonly. Few tougher ones at base and gates.
Maybe a couple of AMS turrets.
#34
Posted 29 December 2014 - 06:58 AM
ice trey, on 29 December 2014 - 01:58 AM, said:
It's a combination of poor numbers, and low morale - not wanting to deal with the clan border because of the low win rate. Whether the Clan mechs are better than inner sphere ones is up to debate, but the map design for Alpine certainly seems to favor clantech, meaning a 50% chance right now of dropping at a big disadvantage. Individual clans also have the strategic advantage of having very few factions to border. Assuming that inter-clan fighting is at a minimum, that means that almost all of their focus is on one world. The DC have four worlds to defend, and four worlds to attack, assuming that we ignore the FRR with whom we have a cease-fire. We also don't attack unopposed planets because we want matches, and don't consider the strategic side of things.
We're doing pretty decently in matches when we're dropping as a group, but many of our groups have already become disenfranchised with CW already and - much to my chagrin - are ignoring it in favor of standard drops - making the situation even worse. We don't have half of the numbers we need, and are stretched too thin over too many worlds. We need merc groups like crazy, but they've nearly all gone Federated Commonwealth. Hell, the Fedcom border's main push has been due primarily to merc units.
I'm OK with dropping now, as it's winter vacation, but the number of active Draconis Combine house players in the Oceania/Asia timezones amounts to roughly nil. I actually pulled an all-nighter to try and figure out when the players were available. Turned out it's something like 7am for me, meaning that I'll probably not have any group to play with regularly during normal after-work hours.
Clan 'mechs are better than IS 'mechs at playing the way 2 years of solo queue has trained people to play. If you poke and shoot at range against the clans, they'll do more damage than you due to their longer ranged lasers, and they'll be able to take as much time as they need to cool off.
The key is to find ways to take those advantages away. As a defender, you want to brawl them as far away from Omega as possible. As an attacker, you want to pick routes that force the defender to brawl you rather than sniping you.
I know for a fact that Kurita has drop callers that can roll up clanners. I know because my 4-man synced up with an 8-man of NS two nights ago by accident, and we just facerolled the Wolves.
Invasion game mode is less about individual skill and individual 'mechs (though those do play around the margins when it comes to win rates) and more about the drop caller.
Better drop caller = higher win rate. Period.
#35
Posted 29 December 2014 - 07:08 AM
Keep up the great work children!
I'll stomp you in my King Crab or My Dire Wolf, it don't matter. Cause regardless you'll never admit that maybe you just... Suck?
This is why ELO is bad for games. You don't know how bad a mech pilot you really were till they popped your floaties and told you to swim.
#36
Posted 29 December 2014 - 07:45 AM
Imperius, on 29 December 2014 - 07:08 AM, said:
Keep up the great work children!
I'll stomp you in my King Crab or My Dire Wolf, it don't matter. Cause regardless you'll never admit that maybe you just... Suck?
This is why ELO is bad for games. You don't know how bad a mech pilot you really were till they popped your floaties and told you to swim.
I think it's more that this is why secret Elo is bad for games. There's no way for us to check our own Elos short of just looking at win/loss rate and guessing.
#38
Posted 29 December 2014 - 07:53 AM
Imperius, on 29 December 2014 - 07:08 AM, said:
Keep up the great work children!
I'll stomp you in my King Crab or My Dire Wolf, it don't matter. Cause regardless you'll never admit that maybe you just... Suck?
This is why ELO is bad for games. You don't know how bad a mech pilot you really were till they popped your floaties and told you to swim.
oh no no no no no... the WT forums got that award... how ever you could say the WoT Forums are even worse and is the champion for the past 5 years.
I can expect star citizen to be the same in 1 year post launch. But atm MW: O is actually the happiest forum I've met so far.
Anyway. I think Elo is bad as it makes MM wait a long time and it gives you the opportunity to see people worse then you so you can see what mistakes they made to be an easy kill for you and then you can look at people who are doing better then you and learn from them. It also feels more realistic.
In every war you got the cannon fodder and the aces.
#39
Posted 29 December 2014 - 07:55 AM
My problem with CW is that regardless of what I do or don't do, at some point when I'm asleep, we lose all the planets we're defending. No idea why but it's pretty discouraging.
Edited by Musashi Alexander, 29 December 2014 - 07:56 AM.
#40
Posted 29 December 2014 - 08:00 AM
The Clans CAN be beaten. Seriously. Coordination and team play is a big deal against them, so yeah, I imagine pugs get slaughtered. But you CAN fight them and you CAN win. Change your tactics and approach before you /ragequit.
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