oldradagast, on 01 February 2015 - 12:40 PM, said:
The thing is one doesn't need to nerf anything to get PUG's more into CW:
1) Add decent CW tutorials: Put the CW maps into the Training Grounds and make a simple tutorial where the player walks around shooting the generators. Then, the next "level" in the demo, he has to shoot the generators while not dying to the base turrets. This isn't going to make a new player good at CW, but it will get around the maddening frustration of basically having no clue what is going on.
In my first CW games as the attacker, I only had any idea what exactly to shoot and where to go by reading the forums. That is absurd in this day and age - it reminds me of reading "Nintendo Power!" magazine in the late 1980's to figure out how to play the games back then... except this is 20+ years later and we have the memory space to program meaningful guides and tutorials into the game.
2) Keep the completely new players out of CW: There is no good reason for a player with under 25 games (still in cadet bonus period) and no mechs of his own to be in CW. He will simply be demolished. Instead, have the game point him to the tutorial instead when he tries to go to CW, and have it clearly explain what is needed to enter CW.
3) Add some form of optional skill-based match-making to CW: I've said it a thousand times, and I'll say it a thousand more since CW is supposedly the future of this game, but any game mode that randomly pits PUG's of unknown skill against practiced teams who work together is simply wasting everyone's time.
ROFL-stomps teach people nothing. If stomping people was a viable form of education, we could teach calculus just by handing out tests on the subject and failing students until they magically learned it. Similarly, we could make somebody a champion boxer just by punching them in the face repeatedly. Why some folks think that MWO is exception to this rule is beyond me, but CW badly needs a way to ease new players into it. Without, they'll just get stomped a few times, laugh at the absurdly of PUG's vs. 12-mans, and quit CW, if not MWO, entirely, which isn't good for PGI or anyone in this game.
I suggest you take a look at Star Conflict and see their tutorial system. I think mirroring that design would be the best way to introduce people to MWO as a concept as well as into CW and every other system for this game.