

Don't Cry When They Reset The Cw Map
#21
Posted 26 January 2015 - 06:44 AM
#22
Posted 26 January 2015 - 08:00 AM
That said, I can imagine that if this game hits Steam, it could be nice if all the new people coming in see a fresh map, instead of one that clearly has a lot of history behind it.
#23
Posted 26 January 2015 - 08:04 AM
#24
Posted 26 January 2015 - 08:11 AM
Davers, on 26 January 2015 - 08:04 AM, said:
I'll never forget the double-take i did when i first saw that on the map!



#25
Posted 26 January 2015 - 08:17 AM
DoomEngine, on 26 January 2015 - 08:11 AM, said:



I don't think it was the first wormhole (I think the Clans had one first) but it is definitely the most noticeable! If we had never taken Van Dieman IV we never would have gotten it.

Edited by Davers, 26 January 2015 - 08:18 AM.
#26
Posted 26 January 2015 - 08:17 AM
So, if a reset happens, it won't change anything except erode confidence in CW truly being 'hardcore mode'. The one defining characteristic of CW that makes it different from Public is that the results of your combat performance in a battle follow you afterwards. Using a reset would make CW look too much like just another version of Public, where each battle's outcome means nothing permanent (within the scope of the game).
For these reasons, a reset should be a drastic, last-option choice only to be used if CW will end if not used. Just going from Beta to Release alone is not such a situation, and even the Clans reaching Terra would not be, as the Inner Sphere would now -all- be able to strike the Clan that so advanced. Taking Terra should not be the only concern for the Clans, as they should also have to worry about -holding- it long-term, and the history of the Inner Sphere does not have to end just because the Clans managed to, for a single hour, hold a single planet. Let things play out as they will, and only use a Reset if there is simply no other way to get one side or the other (All Clans or All Inner Sphere) out of their homeworlds due to overpowering numbers against them.
My own two cents.
Edited by Jakob Knight, 26 January 2015 - 08:25 AM.
#27
Posted 26 January 2015 - 08:25 AM
Jakob Knight, on 26 January 2015 - 08:17 AM, said:
So, if a reset happens, it won't change anything except erode confidence in CW truly being 'hardcore mode'. The one defining characteristic of CW that makes it different from Public is that the results of your combat performance in a battle follow you afterwards. Using a reset would make CW look too much like just another version of Public, where each battle's outcome means nothing.
My own two cents.
Well, I am predicting that PGI still has some work to do on the overall design of CW. I don't think the systems they have in place are good for a permanent map without the 'seasonal' approach. I am hoping this will be addressed.
Within a month the Clans should be at Terra. Kurita will have lost over 90 planets by then, maybe more. I guess we could just keep going until the whole IS is conquered? That should take about 6 months, maybe less. Four perhaps?
#28
Posted 26 January 2015 - 09:00 AM
pgi archived to suprisingly well balance is vs clan tech with the massive quirks some chassies recived . a average clan team can not roll a good is team.
also all the factions have a suprisingly balanced loyalist population with liao drops out at the bottom and davion at the top.
all this steamroll movments on the map are powerd by bpgm bulking up in factions.
best example is cgb, the super powerhouse, unstopable!
clans where rolling the is at all attackoptions.
than suddenly the bpgm left cgb and partly other clans, joined the other side and pounded cgb to a point where the native cgb poulation simply stoped to play because it was pointless.
the recent move of ms ci aces and others back into cgb illustrates the scope of this migrations: this bpgm´s eaquals the numbers of the WHOLE kurita loyalist population and clearly beat it on average combat effectivness.
the hopping merc groupes could have been the balancing factor for the whole gamemode but there number and combat weight dwarfs full full factions and they have the unholy tendency to bulk together and therfor destroying any balance that otherwise might be archivable.
next example is davion, largest loyalist population, robinson rangers and headhunter of davions allone have as much pilots enlisted as all kurita houseunits together. on top of that they had the biggest merc population of all is factions and in result they steamrolled on 3 fronts.
with mercs going liao and davion mercs trying clantech they suddenly lose planets on marik and liao front for week now and just recently also to kurita.
the relation of sice and combatweight between house units and the nomadic merc units its way out of a healty balance and the mercs do not act resposible with the gamebreaking power they have.
with all the fixes cw need, to become enjoyable, population control is the most important one.
if thats not done right all other things become meaningless.
#29
Posted 26 January 2015 - 09:02 AM
Jakob Knight, on 26 January 2015 - 08:17 AM, said:
So, if a reset happens, it won't change anything except erode confidence in CW truly being 'hardcore mode'. The one defining characteristic of CW that makes it different from Public is that the results of your combat performance in a battle follow you afterwards. Using a reset would make CW look too much like just another version of Public, where each battle's outcome means nothing permanent (within the scope of the game).
For these reasons, a reset should be a drastic, last-option choice only to be used if CW will end if not used. Just going from Beta to Release alone is not such a situation, and even the Clans reaching Terra would not be, as the Inner Sphere would now -all- be able to strike the Clan that so advanced. Taking Terra should not be the only concern for the Clans, as they should also have to worry about -holding- it long-term, and the history of the Inner Sphere does not have to end just because the Clans managed to, for a single hour, hold a single planet. Let things play out as they will, and only use a Reset if there is simply no other way to get one side or the other (All Clans or All Inner Sphere) out of their homeworlds due to overpowering numbers against them.
My own two cents.
Why not make a reset dependent on the same criteria as a planet cap? If one Faction can achieve control of 51% of the map, or if a Clan take Terra, call it done and start the next round. Dragging it on and on after multiple factions are already in the drain benefits nobody in the long term.
#30
Posted 26 January 2015 - 09:06 AM
#31
Posted 26 January 2015 - 09:14 AM
Which I mean by that, if a team was rabbled together and they get thrown to a 12 man premade it is like one nation throwing whatever they found with two legs and a few guns against a coordinated military unit.
From my understanding the CW map reset being an option to happen is because at the rate the clans are steamrolling through the IS by the time CW is considered finished the clans will own the universe.
The idea I would guess was to have the clans on a slow and steady pace for terra and by production the map will look close to lore's. I have even heard several rumors about there being some special event once all four clans start getting closer to terra
I don't think they would reset them any time soon unless by the time CW is out of beta clans own almost 40% of the map
HARDKOR, on 26 January 2015 - 09:06 AM, said:
Edited by UniquePilotName, 26 January 2015 - 09:21 AM.
#32
Posted 26 January 2015 - 09:41 AM
Lily from animove, on 26 January 2015 - 05:08 AM, said:
Then we (the Community) should tell PGI to leave CW in Beta until then. Playing it under a "Beta" banner until a full reset is not an issue, well OK for some it seems to be. More Maps and modes, even 2-3 of each will make a huge difference, but it also change the whole complexion of how CW currently operates...
#33
Posted 26 January 2015 - 12:01 PM
#34
Posted 26 January 2015 - 12:26 PM
#35
Posted 26 January 2015 - 12:29 PM
#36
Posted 26 January 2015 - 12:56 PM
Uite Dauphni, on 26 January 2015 - 08:00 AM, said:
That said, I can imagine that if this game hits Steam, it could be nice if all the new people coming in see a fresh map, instead of one that clearly has a lot of history behind it.
I am conflicted on the whole map reset question but part of it is the Bias from Marik. WE've maintained pretty steady borders with Davion and Steiner. WE've had some back and forth and nobody is dominating anything. Everything has been hard fought for.
That being said When we goto steam you are right. We really should have a fresh map. If PGI actually delivers on the changes to CW that Russ is talking about CW would also be a lot different and more fleshed out from what we have now which will change the flow of CW. I also think a map reset would be a good time to introduce the other three clans. I'm not sure how you would introduce those clans in the crazytown we have now anyway.
#37
Posted 26 January 2015 - 01:10 PM
Heisenbug, on 26 January 2015 - 12:52 AM, said:
It seems that the changes made since CW started have only pushed the team players to evolve and get better, while the average pug team is just stagnating in it's skill level. Thus, many of the matches are more one-sided than ever, and as such the clans are just running ruff-shod over IS territory.
It has to do with the pugs, the average clan pug is FAR AND AWAY in better shape than the IS guys. There are really only 4-5 chassis with very specific builds (in laser vomit or streak).
It has little to do with the mech advantage, the IS has hands down better mechs in pretty much every catagory
The pugs don't use them, you see all SORTS of "what the hell is he thinking" builds.
Heisenbug, on 26 January 2015 - 12:52 AM, said:
Get that mech superiority thing out of your head, its not only wrong, its unhealthy.
Heisenbug, on 26 January 2015 - 12:52 AM, said:
Maybe I'm off base, but maybe I'm not...
)
My unit votes on which faction we roll per contract, I have never voted clan, not once. I have two complete drop decks either clan or IS. I do better and have more fun as IS.
#38
Posted 26 January 2015 - 01:10 PM
MahKraah, on 26 January 2015 - 09:00 AM, said:
I'm not sure what groups you are classifying as "bpgm's", but if you're referring to the megaconglomerate pro teams, I agree. I think one of the worst, if not the worst thing to come out of CW in terms of faction populations are the to-big-to-fail tryhard alliances. I'll use Mercstar Alliance as an example. These groups are literally like 5 or 6 comp teams who play on their own in the comp scene, but have all joined together under 1 CW Tag to ensure that they roflstomp all over the place. The only reason they haven't destroyed CW is because they move around. I don't want the fate of the map to rest on the good will of a few monopolies. Should they decide to take a 30 day contract somewhere, it completely erases everything that everyone on that front has done. And mark my words, if they ever decide NOT to move around, the normal whining about ghost drops and 9S's will be nothing compared to the calls for PGI to go all Teddy Roosevelt on their asses.
#39
Posted 26 January 2015 - 01:31 PM
Faith McCarron, on 26 January 2015 - 01:10 PM, said:
The only reason they haven't destroyed CW is because they move around.
I think there's an argument to be made that they already have - I don't think PGI ever even conceived of the possibility of something like MercStar. They can't really stop it (the only way they could would be to impose a player cap on units, and that won't fly) and they really haven't created a buffer for it (contract payment changes are made too slowly, too irregularly to encourage short term contracts and lots of merc/pug movement). If contract payments were automatically based on active player population and able to change in real time, maybe that'd do it, but then again that can be gamed, so maybe not.
Edited by Harathan, 26 January 2015 - 01:32 PM.
#40
Posted 26 January 2015 - 02:20 PM
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