

Cw Improvement Ideas
Started by Heisenbug, Dec 31 2014 12:01 AM
10 replies to this topic
#1
Posted 31 December 2014 - 12:01 AM
Currently, when I look at CW, it seems there are fewer people participating today than previous weeks. It doesn't seem to be as popular as is was on release. Furthermore, there's always more defenders now than attackers.
What undermines that is the counter-attack. Of the last 10 matches I've played, I've always picked defense (I'm an IS pug exclusive player) and perhaps 7 of 10 of those have been counter-attacks. It's a drag to be in a pug attack as it is, nevermind that you're facing clan mechs. As such, I haven't been playing CW too much the last week or two (over the holidays, when user numbers should be at their peeks).
Seems to me that CW has some major flaws that need to be addressed.
1. Let users decide if they're going to be on offense or defense: get rid of the surprise counter-attack. I've had enough of that, don't want to participate in those matches anymore. it reminds me of Zap Brannigan's "The key to victory is surprise. Surprise! [dumps his troops on planet]"
2. A: CW attacks will be more successfull if users actually attack defense generators rather than trying to rack stats in pvp. B: increase the reward for attacking defense generators. C: more successful attacks will result in more CW activity. D: more activity will result in more CW matches (which the try-hards should love). A + B = C = D.
3A. Most of my pug defensive CW matches are victories, even against premade clan 12's. This probably shouldn't be the case. Couple that with the fact that the vast majority of pug attacks are failures, and one probably should conclude that attacking is too hard under the current rubric.
3B. Why do matches have to be through the gated bottlenecks? For years, the game has been on these open maps that allow flanking and actually makes use of scouts. No use for scouts on the CW maps. What gives? Perhaps… it should be considered that the matches occur across multiple maps, where MAYBE the final map is a gated bottleneck, but the first 2/3 are on open field maps, or something like that...?
I know there are a million ideas, and I know the ideas I’m presenting will have their own downfalls. But let’s get the discussion rolling, because I can see CW waning already. It’s novel, but only for a limited time, the decrease in CW activity is already visible. The hook is there, but they need to make it work better than it does. Let’s help them.
What undermines that is the counter-attack. Of the last 10 matches I've played, I've always picked defense (I'm an IS pug exclusive player) and perhaps 7 of 10 of those have been counter-attacks. It's a drag to be in a pug attack as it is, nevermind that you're facing clan mechs. As such, I haven't been playing CW too much the last week or two (over the holidays, when user numbers should be at their peeks).
Seems to me that CW has some major flaws that need to be addressed.
1. Let users decide if they're going to be on offense or defense: get rid of the surprise counter-attack. I've had enough of that, don't want to participate in those matches anymore. it reminds me of Zap Brannigan's "The key to victory is surprise. Surprise! [dumps his troops on planet]"
2. A: CW attacks will be more successfull if users actually attack defense generators rather than trying to rack stats in pvp. B: increase the reward for attacking defense generators. C: more successful attacks will result in more CW activity. D: more activity will result in more CW matches (which the try-hards should love). A + B = C = D.
3A. Most of my pug defensive CW matches are victories, even against premade clan 12's. This probably shouldn't be the case. Couple that with the fact that the vast majority of pug attacks are failures, and one probably should conclude that attacking is too hard under the current rubric.
3B. Why do matches have to be through the gated bottlenecks? For years, the game has been on these open maps that allow flanking and actually makes use of scouts. No use for scouts on the CW maps. What gives? Perhaps… it should be considered that the matches occur across multiple maps, where MAYBE the final map is a gated bottleneck, but the first 2/3 are on open field maps, or something like that...?
I know there are a million ideas, and I know the ideas I’m presenting will have their own downfalls. But let’s get the discussion rolling, because I can see CW waning already. It’s novel, but only for a limited time, the decrease in CW activity is already visible. The hook is there, but they need to make it work better than it does. Let’s help them.
#2
Posted 31 December 2014 - 12:07 AM
Maps need to be fixed.
Boreal is just flat out terrible. It really needs a huge overhaul.
Boreal is just flat out terrible. It really needs a huge overhaul.
#3
Posted 31 December 2014 - 12:56 AM
Replace counter-attack with another game mode, invading forces are not supposed to have cannons and bases. Maybe landed dropships.
#4
Posted 31 December 2014 - 01:05 AM
Adjust defenser respawn timer : when an attack team manages to repel ennemies at the gate, they advanced just to find fresh dropped Mechs.
Adjust defenser spawn points : the generators were not included at start so their position were decided in a hurry to prevent zerg rushing, but it just ends up as dropping defensers in a middle of the battle, getting shot while in mid-air. The spawn points and the generators are to close.
Adjust defenser spawn points : the generators were not included at start so their position were decided in a hurry to prevent zerg rushing, but it just ends up as dropping defensers in a middle of the battle, getting shot while in mid-air. The spawn points and the generators are to close.
#5
Posted 31 December 2014 - 04:46 AM
There is a way to make Counter-Attack appealing. Below are points of interest and/or objectives (fill in the blanks with proper distance between each)
A B C D
A: secured drop zone for counter attackers.
One that cannot be camped, or camped at a high price. (think outside the walls on Manifold with "mobile" defense turrets protecting drop zone.
B: "mobile communications array" that needs captured
C: Defenders drop -first mech only- zone for defenders to protect "com array"
Remaining 'defender' drops occur much farther back in proximity to D
D: defenders drop at D and need to protect 'x' cargo units scattered about the area
Counter - Attackers begin dropping at B location.
A B C D
A: secured drop zone for counter attackers.
One that cannot be camped, or camped at a high price. (think outside the walls on Manifold with "mobile" defense turrets protecting drop zone.
B: "mobile communications array" that needs captured
C: Defenders drop -first mech only- zone for defenders to protect "com array"
Remaining 'defender' drops occur much farther back in proximity to D
D: defenders drop at D and need to protect 'x' cargo units scattered about the area
Counter - Attackers begin dropping at B location.
#6
Posted 31 December 2014 - 04:59 AM
Defense Missions should not include drop ships. Give us bunkers.
Limit the total mech tonnage for defenders, but perhaps allow a "re-arm" and "repair" option in the "bunker"
Damaged mechs can repair at the mech bay for 1 minute for every 5% damage. Re-arming at some time/cb cost as well. Each selected mech can repair/rearm 1x per match.
Counter attackers should not be facing fully functional gates and turrets.
Limit the total mech tonnage for defenders, but perhaps allow a "re-arm" and "repair" option in the "bunker"
Damaged mechs can repair at the mech bay for 1 minute for every 5% damage. Re-arming at some time/cb cost as well. Each selected mech can repair/rearm 1x per match.
Counter attackers should not be facing fully functional gates and turrets.
Edited by Rokollus, 31 December 2014 - 05:01 AM.
#7
Posted 31 December 2014 - 05:14 AM
Cease fire should happen every 20 hours, not 24, so the deadline goes around the world once in 5 days and european/asian have a chance do do anything usefull.
#8
Posted 31 December 2014 - 07:31 AM
I think ceasefire should happen every 5.5 hours, with .5 hour ceasefire, so that at all times of day the battles are meaningful.
Edited by Kirkland Langue, 31 December 2014 - 07:46 AM.
#9
Posted 31 December 2014 - 07:49 AM
Let's not forget that it's also the holiday season?
#10
Posted 31 December 2014 - 07:55 AM
I'd say scrap the 'invasion' mode altogether. I will admit I am a pure skirmish mode player. I despise base capping and resource capping players. The only thing that matters is rush the generators, rush the gun. doesn't matter if the attacker has killed 8 mechs and has lost 40-if they get the 'omega' they win. ??? The defenders in that game get FAR more loyalty points and c-bills and xp's. They need to up the reward for a successful attack by AT LEAST 10X.
I digress. They need to eliminate the 'gun' and have the winning team be the one who kills all of the other teams mechs. Either eliminate the defense turrets,or allow attackers more tonnes. In real life, you never attack unless you have overwhelming firepower.
CW is fun, but the other improvements need to be in the match maker. I'm a single,and rarely get a match.
I digress. They need to eliminate the 'gun' and have the winning team be the one who kills all of the other teams mechs. Either eliminate the defense turrets,or allow attackers more tonnes. In real life, you never attack unless you have overwhelming firepower.
CW is fun, but the other improvements need to be in the match maker. I'm a single,and rarely get a match.
#11
Posted 31 December 2014 - 08:53 AM
The obvious problem is that it needs more game modes to feel more dynamic.
But also we need something a little more involved then just who has the most wins. And we need something to reduce the effect or eliminate ghost drop entirely. There should a Supply Pool for each cycle. Essentially the attackers have resources as do the defenders. We could have a "raid" mode. Perhaps some haulers are hauling ore or parts from a mine or factory. And you can intercept them by standing near them, thereby causing them to go toward either your dropships as the attackers or toward an outpost as the defenders. You can also destroy the haulers to deny the enemy. The mode has a limited amount of supplies instead of a timer, the objective is for your side to get supplies, so destroying them is a last resort, especially if your side is short on supplies. The raid battles should become less frequent until they stop altogether to ensure the Supply Pool counts down.
Supply Pool should be more then just a counter on the CW page. It should be consumed by total destroyed mechs in a battle and attackers should have the option to pull out at 50% losses. Consumables should also take up Supply. Small amount compared to losing mechs. This might reduce the effect on ghost drops if they drop against no enemies, then they can't lose resources through attrition.
A successful win in the Gun-gate mode increases your side's resource income since you reduce their ability to shoot down incoming supplies and reinforcements.
Finally I think there should be a city siege mode. Which provides a small income of supply to those who hold cities. Basically whoever has the most resources at the end holds the planet. Ghost dropping at the last second will not win you an instant boost of resources. It's overtime.
But also we need something a little more involved then just who has the most wins. And we need something to reduce the effect or eliminate ghost drop entirely. There should a Supply Pool for each cycle. Essentially the attackers have resources as do the defenders. We could have a "raid" mode. Perhaps some haulers are hauling ore or parts from a mine or factory. And you can intercept them by standing near them, thereby causing them to go toward either your dropships as the attackers or toward an outpost as the defenders. You can also destroy the haulers to deny the enemy. The mode has a limited amount of supplies instead of a timer, the objective is for your side to get supplies, so destroying them is a last resort, especially if your side is short on supplies. The raid battles should become less frequent until they stop altogether to ensure the Supply Pool counts down.
Supply Pool should be more then just a counter on the CW page. It should be consumed by total destroyed mechs in a battle and attackers should have the option to pull out at 50% losses. Consumables should also take up Supply. Small amount compared to losing mechs. This might reduce the effect on ghost drops if they drop against no enemies, then they can't lose resources through attrition.
A successful win in the Gun-gate mode increases your side's resource income since you reduce their ability to shoot down incoming supplies and reinforcements.
Finally I think there should be a city siege mode. Which provides a small income of supply to those who hold cities. Basically whoever has the most resources at the end holds the planet. Ghost dropping at the last second will not win you an instant boost of resources. It's overtime.
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