Tasker, on 21 January 2015 - 07:39 PM, said:
tl;dr: This guy wants to participate in Community Warfare but doesn't want to participate in the 'community' part of it, or socialize with anyone, or organize with anyone. He wants to just drop in by himself and expect magical Alexander at Gaugamela type battle planning in the 60 second drop window.
The thing nobody seems to get is that it's not just the solo players who are leaving CW.
My own example: decent player, decent mechs, and part of a decent small unit on coms. And I still left CW - with a slightly winning record - because the games were horrible. A good number of them were decided at match drop thanks to the laughably unbalanced "match-making." All it did was swing wildly from "Oh, look our 5 man + a 7 man vs. PUG's - we win!" to "our 4 man and some PUG's vs. a 12-man - we lose!" At 30-minutes a game, in a game mode with badly designed maps and repetitive gameplay, it's just not worth it.
So, if CW can't hold the interest of somebody like me - a decent player in a unit on coms - how the heck is it supposed to survive in the general community for any length of time? Adding more maps will not change the fundamental problems, chief of which is 30-minute games being decided before the match begins by pairing grossly incomparable teams against each other... and that doesn't even get to the horrible map design, repetitive game play, unbalanced objectives, etc.