I am by no means a CW-Veteran.
I am not in a unit
I play CW very rarely and mostly to see it's current state.
I have played IS and Clan-Factions, though.
All of the following is my personal opinion based on what i have experienced, observed and/or heard/read about.
Agree at your own risk.
/Disclaimer
From my observation, experience and hear-say, there seem to be three major bad experiences (regarding gameplay) a player can face:
1.: Fast win due to Light rushes.
2.: Farming the enemy team for exp / cash (usually after a successful Light-Rush with the last Generator alive, but smoldering)
3.: Spawn-Camping
I do not think this is what CW should be all about: an epic battle.
What has been done to fix this ?
1.: Light-Rush:
- was partly countered by adding 3 more generators, but i recently witnessed a Light-Rush where they opponents knocked out all 3 and managed to "touch" the main generator within the first wave. So it's less of a problem, but not ~really~ solved.
- 3/3/3/3-Drops (meaning, each wave MUST consist of 3 mechs per wight-class and your drop-deck also MUST contain 1 mech of each weight-class) -> this is currently discussed at PGI, according to the latest Town Hall meeting, but not implemented.
2.: Farming:
- as far as i know this only happens / is possible after the attacking team was able to destroy most of the generators in their first strike and they know could "lean back, as they could end the game any time they want"; so this falls in the same category as "1.: Light Rush".
3.: Spawn-Camping:
- has not been addressed so far, afaik
- is possible when the enemy team manages to get into a position from where they can shot the incoming respawn-mechs without being shot to bits by the Dropships.
- having the Dropships landings somewhere else might fix this, but the game would need to realize a Drop-Zone is not clear in the first place.
Problem 1 was only partially addressed by adding more Turrets and 3 more Generators; it is still possible, while a bit more difficult.
Problem 2 is basically Problem 1.
Problem 3 derives from the fact that the Dropship Captains are asleep on their job.
However, there is a different - and likely highly controversial - way to (maybe) solve all the problems at once. Because... all fixes so far are simply patches that needed to be applied because.. we have respawn.
So, what would happen if we would address the root of the problem and remove Respawn ?
Before you protest, please read before you rage - thank you.
In order to test my hypothesis PGi could to do the following:
=== Modify the Lobby (which they would need to do, anyway, if they want to implement the 3/3/3/3-Rule)
- players need to pick 1 mech of each weight-class for their dropdeck
- players can only bring ONE of them to the fight (so if, say, all 3 heavy-slots are taken, they will have to take something else; so they either have to be quick or very polite when asking their teammates if they could take your favorite mech into the match)
=== Create modified versions of the Invasion-Scenario-Maps
- remove respawn
- get rid of most turrets (if not all)
- get rid of at least 2 generators (down to the main generator and a backup-generator somewhere)
- probably even get rid of the gates.
-> Test it, adjust it if necessary, and see if this would be MORE or LESS fun then the current mode.
This could be implemented in the PuG.-Queue,
or
as a separate game Mode (lets call it "Warfare" instead of "Community Warfare"), but without players getting Loyalty Points and with no effect to the CW-Map
Just so it could be tested.
So, all the "Hands of the CW-Mode, it is good as it is"-ness aside,
what do you think ?
Honest opinions please.
Bonus Points for "L2P" and "CW is not for PuGs"
Edited by Trashhead, 20 February 2015 - 12:15 PM.