luxebo, on 29 December 2014 - 01:29 PM, said:
Since I’ve gotten a little break on work, I got a chance to play 20+ CW matches now, and I can properly write up something for issues I see aren’t fit. I’ve seen multiple feedback threads as well. By all means I do see that it is Beta and not everything is perfect just yet.
1) Range imbalance: Clanners do have a range advantage on Boreal and even on Sulfer partly. I think simply we need more cover per gate and some map editing here and there. Such a quick change will make the matches a bit more friendly and less downgrading.
Numerous mechs need balance passes before we change anything based on Clan/IS balance. The TDR-9S, for one.
2) Matchmaking: It feels that it needs to be here. Pug and 12 mans almost every other game… but that could just me and I do need to group up with others more often.
Pugging in CW sucks, unless you get teamed with a large group.
3) Rewards: They are lacking in the prospect that one should fight to get to the generators, not quite destroy the guards/turrets. Pugs need some persuasion to fight for objectives.
Attacking needs to reward better; I often see 1-2 attackers disco and not ever come back; defenders always seem to come back, which suggests they do not want the paltry income that comes with attacking.
4) W/L rate of both factions: It’s not right when 80-100% attackers are winning for pretty much every planet I can see in my view. This may change in the future though with other fixes.
I do not quite understand what you are saying, so no comment.
5) Comms: VOIP/Command Wheel is needed. I understand they are still WIP but it needs to be here as soon as possible.
This would definitely be a plus.
6) Attacking vs Defending: We need some encouragement for attacking, maybe some advantages, etc. Many times I’ve seen not a single person attacking except me waiting in the que so I actually go play another game for a while and look every once in a while to check if I have a game.
Definitely agreed; defending makes me anywhere from 500K to 1M C-Bills every match, whereas attacking makes me 300-400K on a good match. There is definitely an unnecessary discrepancy here, IMHO, especially since defending is so much easier and less frustrating.
7) Spawncamping: This actually happens pretty often when you drop out of your dropship for another wave and they’re already attacking 200 meters away. I’ve seen defending teams get lances of Dire Wolves to the spawns of the attackers. That’s a bit much, there should be some sort of defensive way the attackers have.
The defenders have dropships with bunches of Large Lasers, as well as respawning right on top of the enemy. Pull back behind your dropzone, and force the enemy to take fire from your invincible dropships with perfect accuracy. They also have to run a few minutes back to the fight when they die, as opposed to your team's immediate replenishment.
8) Zergs: Light rushing pretty much is solved if you prepare enough for it. For heavier rushes, I think we just need a bit of collision damage and that should be enough. I think though that CW shouldn’t be dependent on this kind of strategy.
I personally believe that, at this point, lighter mechs should fall when they run into an assault mech in CW...or, at the very least, not magically run right through them. Assaults cannot be an anchored hardpoint if the enemy can run right through them like ghosts.
9) Trials and the glitch: Fix the glitch of course, but I think we need some editing of trials (by PGI of course). For example, switch the Stalker’s XL engine to an STD engine, or switch the loadout completely. Another example for the Clans would be to switch the Warhawk’s LRM10 out for more DHS. Maybe even unlock mastery for the trials only or give preset modules, just so a newer player wouldn’t feel terrible when facing enemies out there with more set up mechs. Of course don’t make it so there is no purpose to buying a mech, but make it so there is more leeway for a newer player to play the game esp in CW.
This is the one area in which the Clans have an undeniable, distinct advantage: our trial mechs do not suck. IS trial mechs, for the most part, are absolutely horrible, and useless in CW. On the other hand, I can take a trial Adder, Nova, Stormcrow, Hellbringer, Warhawk, or Dire Wolf and do well in CW. Considering many newer pilots are still using a trial mech or two in their drop decks, this gives the Clans quite an advantage when pugs are involved, IMHO.
Clan trial mechs come with all the options the IS ones are lacking: good engines, CASE everywhere ammo is stored, double heatsinks, and at least reasonably punchy weapon loadouts, although they tend to run really hot. IS mechs with single heatsinks are just terrible; SHS really have no point in this game anymore, aside from a few niche builds that generate no heat and have low-powered engines, but run out of space before weight. IS mechs, IMHO, should all come with DHS for free.
My replies are in bold italics above. Just my 2 C-Bills, of course.
Edited by Aethon, 05 January 2015 - 02:47 PM.