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Hey Pgi, I Am Goint To Take A Break, Here Why...


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#1 MasterGoa

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Posted 11 January 2015 - 08:07 PM

To whom it may concern.

I just went through an interesting match.

IS vs Clan, IS attacking. Mind you I have played 2 other
matches before and everything was fine.

However, we were actually zerg rushed by the whole team,
DW, TW, everything because there is a path to walk out without
opening the gates.

As the team was gathering, they come out and rush us and kill
most then actually advance to our spawn and spawn kill us as we drop.

Now I am not mad or anything, but that was such a ridiculous oversight that
I must say I do not want to play and have excruciating wait times just
to have that type of game.

So I guess I will play again on the 20th.

Regards to all.

#2 Primetimex

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Posted 12 January 2015 - 02:06 AM

See you later mate - please see another thread that's already on this topic.

#3 Felix7007

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Posted 12 January 2015 - 10:48 AM

MechWarrior is actually on a play by patch basis for me. I will only play when they release a patch till they get it right.

#4 MasterGoa

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Posted 12 January 2015 - 07:39 PM

View PostGetterRobo, on 12 January 2015 - 02:06 AM, said:

See you later mate - please see another thread that's already on this topic.


Thank you for your insight.

However I did not find a single thread where a team can escape to the spawn
while all doors are still closed.

BTW, I am not leaving MWO, but I cannot play CW untill something is done...

#5 MischiefSC

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Posted 12 January 2015 - 07:51 PM

This isn't a problem. In fact it's ideal. They have to trickle in. You always start with a quick scouting; if they're coming to the gate you set a firing line. not a lot of cover if you can keep them out of the pass and even if they make the pass it's not ideal. Even better, let them take the pass then 2nd wave light zerg past them.

I don't normally have a problem with this because it's generally a terrible, terrible idea.

#6 Lukoi Banacek

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Posted 12 January 2015 - 07:55 PM

If the defenders cannot get out (which on the face of it is a nonsense concept), then defenders cannot come out to prevent attackers from simply sitting back and delaying them for a full 30 minutes unopposed. That is worse.

Secondly, Mischief has the right of it. The enemy has to trickle out which gives the attacker a significant advantage for a short period of time.

Why do you assume this is a glaring oversight?



#7 MischiefSC

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Posted 12 January 2015 - 08:02 PM

Attackers need to be able to get out to defenders. That's a must-have. Without that CW will quickly turn to ****; people will just camp matches for 30 minutes if they are not certain they can win if only to be spiteful. I've gone into why that's not really that significant elsewhere (just slows matches for everyone, your own side included, while they wait for your 'slot' to open up but whatever) but people seem to like to do it anyway cuz it feels 'tactical'.

#8 Alexander Steel

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Posted 12 January 2015 - 08:10 PM

If the enemy is so much better than your team that even with Drop Ship Lasers and having to run ALL the way there after they die, and they have trickle out and you still can't stop them.... you were never going to have a chance against them.

#9 Krivvan

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Posted 12 January 2015 - 08:28 PM

They're right, if there was absolutely nothing for defenders to do but wait for attackers to shoot the gate, you can have 30 minute games of literally nothing happening.

#10 Ace Selin

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Posted 13 January 2015 - 04:44 AM

Novel idea - the defender shoot the generators to get out.

#11 Joseph Mallan

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Posted 13 January 2015 - 04:51 AM

View PostAce Selin, on 13 January 2015 - 04:44 AM, said:

Novel idea - the defender shoot the generators to get out.

Novel Idea...
More like a really bad Shipping fanFic! :huh:

#12 IraqiWalker

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Posted 13 January 2015 - 04:54 AM

View PostAce Selin, on 13 January 2015 - 04:44 AM, said:

Novel idea - the defender shoot the generators to get out.


LOL, nope. Team treason would take a whole new meaning. Also, accidental FF could cause problems.

#13 Curccu

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Posted 13 January 2015 - 04:55 AM

View PostAce Selin, on 13 January 2015 - 04:44 AM, said:

Novel idea - the defender shoot the generators to get out.

Agreed it takes some skill to wiggle Dire over the gate!

#14 Violent Nick

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Posted 13 January 2015 - 05:35 AM

View PostMischiefSC, on 12 January 2015 - 07:51 PM, said:

This isn't a problem. In fact it's ideal. They have to trickle in. You always start with a quick scouting; if they're coming to the gate you set a firing line. not a lot of cover if you can keep them out of the pass and even if they make the pass it's not ideal. Even better, let them take the pass then 2nd wave light zerg past them.

I don't normally have a problem with this because it's generally a terrible, terrible idea.


Just be aware that pugs are pugs though.. I've even been the pug dropping with a larger group and ended up losing my cool because our team can't read the radar or the situation and react. This is actually one of the bighest problems with MWO, but nothing PGI can fix. I'd rather they fixed other areas atm.

#15 Budor

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Posted 13 January 2015 - 06:06 AM

Why did you not kill them?

#16 Davegt27

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Posted 13 January 2015 - 07:10 AM

I just rejoined CW yesterday and all clan battles except one was them jumping the gate

It’s a tactic and one I thought about when CW first started (prevent an attack by attacking them first)

I was a little surprised that that fat DW could get over the gate

Now jumping the gate can be a good thing if they come over one at a time and you gun them down

But that is not what happens I am seeing the same computer balancing as I see in the solo area
But it’s more of a per side thing

This week it’s the Clans turn to kick Butt (of course the big 12 man’s won’t get touched that would look bad)

Our Pug teams actually do better when the Clan does jump the gate getting 20 to 30 kills and it’s a pretty good fight

I did type at the end of one match ha ha we scratched your paint
One Clan team rubbed sand in our wounds by being so bored they started fighting each other while they waited for the last few discos’ to drop

give it a week and the IS will be kicking Butt


#17 Mordin Ashe

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Posted 13 January 2015 - 07:35 AM

OP, something is wrong with your story. "We were just gathering up" and "the enemy team rushed us", that doesn't compute in my head. The enemy team needs solid 60+ seconds to get to gates, cross them and get to you. If you can't get together in one minute (or more), it says something terrible about your team.

A little hint: you have the advantage! Pressing this early only works on poor players. Not poorly cooperating teams, only poor players. You have to focus fire and they drop down. You have advantage of good terrain on your side and the advantage of concentrated fire power. You kill the enemy and you can easily destroy generators with no effort or danger.

What this probably was though is a match of coordinated players against complete pugs made from average players. While it can be discouraging experience it can also teach you a lot. Plus, it is easier and faster to grind rewards if the enemy actually comes to you (which is why defence missions pay so well).

#18 IraqiWalker

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Posted 13 January 2015 - 07:37 AM

View PostDavegt27, on 13 January 2015 - 07:10 AM, said:

give it a week and the IS will be kicking Butt


We already have been

View PostTennex, on 11 January 2015 - 01:46 PM, said:

Recent campaign to push back clans

Posted Image


#19 Fox Kell

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Posted 13 January 2015 - 07:47 AM

View PostIraqiWalker, on 13 January 2015 - 07:37 AM, said:


We already have been



Well done pushing inactive clans. U do know alot of clans no longer play CW. Maybe on the 20th it will be different.

#20 IraqiWalker

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Posted 13 January 2015 - 07:51 AM

View PostFox Kell, on 13 January 2015 - 07:47 AM, said:

Well done pushing inactive clans. U do know alot of clans no longer play CW. Maybe on the 20th it will be different.


No, the clans are active. A lot of their mercenaries left, showing that the main bulk of the clan units were mercs, and they were doing the most work for the clans. (Except for CSJ, those guys had few mercs with them, and were always a small numbers clan, but tough as nails)





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