The Problem
#21
Posted 23 February 2015 - 10:50 PM
#23
Posted 24 February 2015 - 09:25 AM
I like OP's idea of saying **** the lore though. Unless we are trying to recreate operation revival, the map should be set up for be more competitive instead of trying to force lore onto a system that won't play out like the lore at all. OR, make it like a real planetary league and use troop movements and repair and rearm to make setting it up like the lore actually make sense with the gameplay.
#24
Posted 24 February 2015 - 10:22 AM
#25
Posted 24 February 2015 - 10:39 AM
#26
Posted 24 February 2015 - 01:43 PM
DaFrog, on 23 February 2015 - 09:38 PM, said:
CSJ has quite a few Perm Contract units, SA being one of them. also only got help for a few weeks from 228 and REM. MS, CI, and others have never joined CSJ.
DaFrog, on 24 February 2015 - 10:39 AM, said:
and the FRR shrinks every time Mercs leave and takes back planets every time they are around? Whats your point other then the MERC contracts are broken and they hold to much power currently vs smaller factions especially.
Edited by DarthRevis, 24 February 2015 - 01:45 PM.
#27
Posted 24 February 2015 - 02:25 PM
Edited by Tilley, 24 February 2015 - 02:27 PM.
#28
Posted 24 February 2015 - 02:49 PM
HelloKittyWarfare, on 23 February 2015 - 04:27 AM, said:
Fighting successfully against the Clans require cooperation, coordination, and communication to be successful, at least when the big units are on the Clan side. If half the players are on one 'side' you need the other half on the other.
It also doesn't help that every change PGI makes to balance the game just proves that 240 tons of IS mechs do not equal 240 tons of Clan mechs- no one likes being on the weaker side.
#30
Posted 24 February 2015 - 04:52 PM
But the CW beta seems to be a success so far in my opinion. They have made some good changes to the way things work, with room for improvement still. I've been having a tremendous amount of fun, and the community has certainly been going to war
Edited by LoklanZFG, 24 February 2015 - 04:53 PM.
#31
Posted 24 February 2015 - 06:26 PM
HARDKOR, on 24 February 2015 - 09:25 AM, said:
This would fix a LOT of problems with CW, to include ghost dropping, faction hopping, etc.
Edited by Benjamin Davion, 24 February 2015 - 06:26 PM.
#32
Posted 24 February 2015 - 06:40 PM
#33
Posted 24 February 2015 - 06:40 PM
DaFrog, on 24 February 2015 - 10:39 AM, said:
Arguments made without evidence can be dismissed without evidence.
I have clearly stated the Clans have made significant advancement without the assistance (and sometimes with the hindrance of) mercenary units and sited examples. Please do so yourself if you wish to claim Clans rely on mercs to advance.
#34
Posted 24 February 2015 - 08:01 PM
Dawnstealer, on 23 February 2015 - 06:11 AM, said:
Just to follow up with this, IS PUGs in general queue-equipped mechs have a difficult time handling the longer range clan weapons (so they say) and decide it is better to fight those with similar mechs and setups.
On top of that 3 of the Houses have attack/defense with 2-3 other Houses and no Clans. Other than lore, individually there are no incentives to fight Clans on a defensive level, and currently no way to actually launch attacks, or the incentive to launch attacks if it was possible.
A possible incentive - earn enough points fighting Clans to allow you to use one Clan mech in your drop deck while fighting Clans. It is an out of the box suggestion, while the real movers should be the community itself.
#35
Posted 25 February 2015 - 02:57 AM
DaFrog, on 24 February 2015 - 10:39 AM, said:
Hi.
We have virtually no mercs. (Lords technically mercs, hopping between FRR and CJF every few weeks, QQ occasionally stops by for a week or two for funsies.)
Please explain how the smallest clan faction has the highest planet count and is only 1 behind the FWL in net gain?
Must be mercs, yeah?
Edited by Wingbreaker, 25 February 2015 - 02:57 AM.
#36
Posted 25 February 2015 - 01:20 PM
YCSLiesmith, on 24 February 2015 - 06:40 PM, said:
uhhhhhhhhhh actually that sounds like epic win. *drool pools in puddle beneath chair*
#37
Posted 28 February 2015 - 04:34 PM
Wingbreaker, on 25 February 2015 - 02:57 AM, said:
Hi.
We have virtually no mercs. (Lords technically mercs, hopping between FRR and CJF every few weeks, QQ occasionally stops by for a week or two for funsies.)
Please explain how the smallest clan faction has the highest planet count and is only 1 behind the FWL in net gain?
Must be mercs, yeah?
The mercs from the other 3 Clans defend your borders for you?
#38
Posted 28 February 2015 - 04:43 PM
Davers, on 28 February 2015 - 04:34 PM, said:
When it's 100+ attackers on a planet, ain't no damn way CJF is going to stop it themselves. Better to hit the attack whilst everyone can drop to defend.
The EU steiner zerg is real, but this has kept us moving forward.
Edited by Wingbreaker, 28 February 2015 - 04:43 PM.
#39
Posted 28 February 2015 - 04:47 PM
Wingbreaker, on 28 February 2015 - 04:43 PM, said:
When it's 100+ attackers on a planet, ain't no damn way CJF is going to stop it themselves. Better to hit the attack whilst everyone can drop to defend.
The EU steiner zerg is real, but this has kept us moving forward.
So don't be dissin all your merc defenders.
#40
Posted 28 February 2015 - 05:42 PM
YCSLiesmith, on 24 February 2015 - 06:40 PM, said:
It was a lot of fun, gave the game more risk vs reward based on what mech you played, and gave the game a sense of immersion.
Whiners cried about it and it was removed, and seeing as how PGI can't make an actual persistent state universe for us to interact with CW, instead making it a grind, perhaps taking out R&R helps lower the grind of this game, but that's not a legit reason.
You people cry about everything.
If this game had some sort of risk vs reward, dictated by logistics and R&R, there might be actual intrigue to the superficial joke that CW currently is.
Edited by Soy, 28 February 2015 - 05:43 PM.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users