Pgi. Stop The Bleeding Or Cw May Never Recover.
#401
Posted 21 January 2015 - 03:47 PM
The gates are too close to each other and you have the LRL Stormcrows and Timberwolves just sitting and waiting on the sniper hill. Even better when they do the forward defending and are coming to the spawnpoints. BTW i have not seen IS forward defending on Boreal Vault so far.
#402
Posted 21 January 2015 - 05:33 PM
Darth Hotz, on 21 January 2015 - 03:47 PM, said:
The gates are too close to each other and you have the LRL Stormcrows and Timberwolves just sitting and waiting on the sniper hill. Even better when they do the forward defending and are coming to the spawnpoints. BTW i have not seen IS forward defending on Boreal Vault so far.
My success so far on Boreal Vault has been... Load in. Die once or twice just trying to open a gate. Open a gate, get rolled to spawn. Die in spawn till the match ends...
When CW first started, it didn't happen like this. But, as people learned how to fight in the new game mode, this has been happening a lot more as of late.
Edit: Against the clans, to be specific, encase it wasn't already clear.
Edited by Tesunie, 21 January 2015 - 05:34 PM.
#403
Posted 21 January 2015 - 05:38 PM
CW has potential and needs further work to the gameplay.
The strategic CW meta game is weak and in need of significant review. Taking and holding territory should be the outcome of player-vs-player (pvp) matches and not player-vs-environment (pve).
I understand that ghost drops are required to ensure an opposition force turns up to defend a planet otherwise putting up no defence is a good defence strategy in the current planets = queues = mm that is CW’s hot mess. My two cents…
To improve CW requires new maps and scenarios for attack and defence that are interesting and challenging at the tactical level and fit into and drive the strategic bigger picture.
Scenarios like capture the air field, raid the ammo dump, seek and destroy or escort a convoy would add flavour to CW and provide a narrative to a planetary invasion or defence.
Providing some form of consequence to losing an air field or ammo dump scenario, e.g. denying air strikes or artillery for the next match, would introduce strategic consequence to wins / losses.
This would give the planetary information panel some form of purpose other than lore fluff (e.g. Faction X has lost aerospace superiority no air strikes available until air field captured).
Warhammer Age of Reckoning (a game that promised much and failed to deliver) focused on end game pvp that had a chain of maps between opposition faction’s fortress bases. Capture the base and this opened up a capital city. Resets occurred after a capital was one or lost. This was a persistent world, where anyone could walk on to a map to fight rather than waiting in a lobby to drop into an instance.
I think MWO could have similar “tug-of-war” dynamic by allowing maps and scenarios to be fought over until a final elimination of enemy assistance locks control of the planet. This would mean an attacker or defender would need to win matches in a chain of unbroken victories across different maps to seize control.
Ghost dropping to seize a map is one thing, winning a planet through ghost drops is something else. Opening up a final instance, a battle for planetary control, with no ghost drop capability would funnel the fate of the planet down to a single 12v12 match. A loss for the defenders means loss of the planet, a win for the defenders pushes the fight back to another map.
#404
Posted 21 January 2015 - 06:11 PM
Lukestah, on 21 January 2015 - 05:38 PM, said:
CW has potential and needs further work to the gameplay.
The strategic CW meta game is weak and in need of significant review. Taking and holding territory should be the outcome of player-vs-player (pvp) matches and not player-vs-environment (pve).
I understand that ghost drops are required to ensure an opposition force turns up to defend a planet otherwise putting up no defence is a good defence strategy in the current planets = queues = mm that is CW’s hot mess. My two cents…
To improve CW requires new maps and scenarios for attack and defence that are interesting and challenging at the tactical level and fit into and drive the strategic bigger picture.
Scenarios like capture the air field, raid the ammo dump, seek and destroy or escort a convoy would add flavour to CW and provide a narrative to a planetary invasion or defence.
Providing some form of consequence to losing an air field or ammo dump scenario, e.g. denying air strikes or artillery for the next match, would introduce strategic consequence to wins / losses.
This would give the planetary information panel some form of purpose other than lore fluff (e.g. Faction X has lost aerospace superiority no air strikes available until air field captured).
Warhammer Age of Reckoning (a game that promised much and failed to deliver) focused on end game pvp that had a chain of maps between opposition faction’s fortress bases. Capture the base and this opened up a capital city. Resets occurred after a capital was one or lost. This was a persistent world, where anyone could walk on to a map to fight rather than waiting in a lobby to drop into an instance.
I think MWO could have similar “tug-of-war” dynamic by allowing maps and scenarios to be fought over until a final elimination of enemy assistance locks control of the planet. This would mean an attacker or defender would need to win matches in a chain of unbroken victories across different maps to seize control.
Ghost dropping to seize a map is one thing, winning a planet through ghost drops is something else. Opening up a final instance, a battle for planetary control, with no ghost drop capability would funnel the fate of the planet down to a single 12v12 match. A loss for the defenders means loss of the planet, a win for the defenders pushes the fight back to another map.
WAR was a nice system in design, just didn't work as well in practice. But that may be due to having all that other PvE stuff, and the brilliance of the group/area quests that they created and were later refined in RIFT.
#405
Posted 21 January 2015 - 06:29 PM
Something MWO-CW will also suffer from without some participation control.
#406
Posted 21 January 2015 - 06:57 PM
Mirkk Defwode, on 21 January 2015 - 10:02 AM, said:
Do you know why things seem to always be in constant flux? It's the endless whining that causes PGI to comply, revisit things that should be left alone for now, and come up with new and complicated mechanics to try to solve an "identified" (i.e. endlessly and loudly whined about) "problem".
Edited by Mystere, 21 January 2015 - 06:58 PM.
#407
Posted 21 January 2015 - 07:38 PM
Mystere, on 21 January 2015 - 06:57 PM, said:
Do you know why things seem to always be in constant flux? It's the endless whining that causes PGI to comply, revisit things that should be left alone for now, and come up with new and complicated mechanics to try to solve an "identified" (i.e. endlessly and loudly whined about) "problem".
Well it's their choice to make fixes that add more complicated systems versus going back to the root of the issue. Which depending on the issue can have quite a few different answers there.
#408
Posted 22 January 2015 - 04:22 AM
Sulfurious Rift greatly benefits the attackers due to lots of cover and is more for brawling.
So I wonder how the new map would be set up. Hopefully more equal.
#409
Posted 22 January 2015 - 01:00 PM
Edited by Argent Usher, 22 January 2015 - 01:01 PM.
#410
Posted 22 January 2015 - 08:10 PM
I'm not sure if the option they didn't go with would have been better or worse, but their choice is the reason CW is half-baked and has a Beta sticker on it. I'm not even going to try it until the Beta sticker is gone -I don't have the time to spare (and by all accounts CW involves using up a lot of time) to play as a guinea pig.
Edited by Triordinant, 22 January 2015 - 08:10 PM.
#411
Posted 22 January 2015 - 08:27 PM
Thorqemada, on 21 January 2015 - 06:29 PM, said:
Something MWO-CW will also suffer from without some participation control.
Either that or people would just roll around each other and make sure everyone got max points.
....played that to
#412
Posted 22 January 2015 - 08:42 PM
Also, I think Counterattack is rather a stupid idea. When we que up to defend, let us defend. I happen to have separate drop decks for attack/defend, and I know other do too.
#413
Posted 22 January 2015 - 09:04 PM
When that changes who knows?
#414
Posted 22 January 2015 - 09:20 PM
Mott, on 08 January 2015 - 05:31 AM, said:
Not to put words in another poster's mouth... but i think he was more referring to the fact that PGI took the easy way out and slapped a BETA tag on a product they know is complete trash just to give themselves wiggle room.
So... if its complete trash... why are you still here?
There must be something about it that keeps us here.
#415
Posted 27 January 2015 - 08:43 PM
ShinobiHunter, on 22 January 2015 - 08:42 PM, said:
I think Counterattack is fine, but someone suggested being able to build a "defend" deck and an "attack" deck and have both ready in the system.
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