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Things In Cw That Still Need Fixing


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#1 Aidan Pendragon

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Posted 03 March 2015 - 07:28 PM

I am annoyed enough by various continued broken elements in CW to actually stop playing the game and type a forum post instead, to vent my spleen and/or contribute something constructive. This is more for PGI than for the inevitable "IS is 1337, no Clans is!" flaming comments that will follow (if every other thread in these forums is anything to go on):

1. The real issue is not whether IS or Clan forces have an advantage; it's that random PUG or mixed groups are thrown into the meat grinder of 12-man premades with little hope of survival. The rare fun I had in CW was when I lucked into dropping with a group twice and rolled our poor opponents. VOIP is no cure for this. Matchmaking needs fixing such that A. premades are limited to 6, with 6 other onesies/twosies filling in; and/or B. there is a private queue for CW.

PGI, you are alienating part of your player base by having CW be so heavily team dependent. Those of us who aren't part of a group, and can't or don't want to join one, would also like to do something broader in this game--like fight for control of the IS?--after years of grinding it out in random deathmatches. (Please spare me the "CW is teh hard mode!!!" or "teamz only!" comments. There's no reason it needs to be, or that something can't be done to make it fun for everyone in the playing/paying base, not just 12-mans.)

2. That said, Clan 'mechs still ARE ton-for-ton superior to their IS counterparts--or at least, the Stormcrows, Hellbringers, and Timber Wolves everybody drops with in CW are superior. The ubiquity of ECM Hellbringers is especially an issue (of course, the long-standing cloaking-device nature of ECM is a larger problem, but in the absence of fixing that...). An extra 10 tons for IS doesn't cut it. Clans should be limited to 10 'mechs/2 Stars per side, versus an IS company. That has the advantage of being true to Battletech, too.

Alternatively or in conjunction, PGI should implement canon-accurate penalties & incentives for Clan pilots. Fire on an enemy that a teammate fired on? Lose X C-bills/loyalty points/whatever. Kill a 'mech yourself? Extra XP/loyalty. All the mechanics are built into the game to track such actions...just use them.

3. Light/zerg rushes are the main annoyance when fighting an IS premade. Nothing like waiting 10 minutes for a game, then having it be over in 2. There should be a cool-down period between when the generators are destroyed and the gun is vulnerable, at least; that way all those lights would have to flee instead of just squatting in front of the gun.

4. Spawn camping is ridiculous...nothing like dropping and having half your armor shot off before you can even move. Why can't we choose our spawn point from among the three instead of being tied to one? And give us a radar map of what friends/foes are nearby while you're at it. Surely the Dropship pilots can eyeball the enemies hunkered down, even under 10,000 ECMs. If the maps were more conducive, I'd say move the drop points farther back and put indestructible LL turrets there to discourage camping, at least on the defenders' side.

5. Why not give us a retreat option? Indeed, can we get away from the creaky walls/generators dynamic and have different objectives and victory conditions? Many Battletech scenarios did just this, and gave one side the chance to escape and deny the victors points for each 'mech that got away. Heck, even mixing up the "normal" maps with capping, capture the base, etc. would be a nice change. How many SDS planetary defense guns can post-Star League worlds have, anyway?

Really, it would be nice to see CW work something like this: only a limited (3-4) planets per faction per day up for grabs, to concentrate players and cull the list of 10-15 planets with 0 attackers and 0 defenders we have now; Clan bidding along invasion corridors; global IS alliances or relations rather than the current hodgepodge of lone wolves picking fights; real campaigns that involve at least some level of losses & logistics from one battle to the next (e.g., if you lose a 'mech, it has a 24-hour cooldown in CW and/or can't be used again in the current string of battles for that planet?).

Spleen vented. Feedback given. Good luck, PGI. Right now CW makes me want to delete the game...I hope it gets better. (on the bright side, deathmatch is so much more fun, again, by comparison!)

Edited by Aidan Pendragon, 03 March 2015 - 07:30 PM.


#2 Leggin Ho

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Posted 03 March 2015 - 08:48 PM

AP - Clans should be limited to 10 'mechs/2 Stars per side, versus an IS company. That has the advantage of being true to Battletech, too.

Thats fine, of course let's have all IS mechs hardwired to TRO stats and not able to reconfigure to make the best use of the quirks given to them.

AP - Light/zerg rushes are the main annoyance when fighting an IS premade. Nothing like waiting 10 minutes for a game, then having it be over in 2. There should be a cool-down period between when the generators are destroyed and the gun is vulnerable, at least; that way all those lights would have to flee instead of just squatting in front of the gun.

Once again make the Omega un-hittable untill at least 12 kills have been scored to help stop the "Zerg" rush.

I don't have a solution for your 4th. point, never have been able to stop a spawn **** in any MW game since 1989 other than push the other team off your spawn.

AP - Why not give us a retreat option?

That may be cool so long as it was withing the first 10 minas and came with a penalty to the unit leaving and a big cbill bonus to the attackers.

#3 jeirhart

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Posted 03 March 2015 - 08:48 PM

Stop dropping solo in Community Warfare.

Stop it.

This is a team oriented game and will always favor organized teams. Join a unit and drop as a team.

Stop dropping solo.

Edited by jeirhart, 03 March 2015 - 08:50 PM.


#4 Ace Selin

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Posted 04 March 2015 - 01:16 PM

I play CW as a PUG solely. Have had requests from units to join them, been queried that "hey youre good enough to be in a unit why arent you?". I play PUG CW because it allows me freedom to play when and how i want, without kiddies telling me what i should / should not do. I enjoy CW even when we get stomped if the enemies fight it out.

Ill admit that teams have a big advantage in CW and yet to me (at least at the times when i play) the PUGs make the majority of the people playing. So alienating a large part of the player base will over the long haul i suspect see CW become a wasteland.
For now (some of) the new players are happy to die and pickup CW XP points.. but at some point even that wont be worthwhile enough to keep them coming back, based on all the complaints we hear about CW and group over PUG stomps.

2) I do agree that Clans still have the better CW dropdeck mechs which PGI has tried to address by giving IS a ten ton drop deck advantage, which we will see how it goes. The 10v12 idea has been touted before, not sure how i feel about it.

3) I agree the light IS zerg rushes plain suck for PUGs and are very hard to counter. I do like the idea of a cooldown period once the gens are hit OR for the attackers to be obliged to kill a minimum of 12 players before omega can be taken down (mentioned in a reply).

4) Another thing i agree with. Spawn camping is pretty crap. Whilst its of course down to the defenders to push the attackers off their spawn, i do think you should be able to choose the spawn point you drop into. I very much like your idea here.



As for this reply...

View Postjeirhart, on 03 March 2015 - 08:48 PM, said:

Stop dropping solo in Community Warfare.

Stop it.

This is a team oriented game and will always favor organized teams. Join a unit and drop as a team.

Stop dropping solo.
Stop being a douche.

Theres no reason why CW cant be altered to enhance PUG play as well, without affecting teams much (other than stopping easy stomps). Besides id be pretty surprised if PUGs didnt make up more players in CW than teams did.

Edited by Ace Selin, 04 March 2015 - 01:19 PM.


#5 jeirhart

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Posted 04 March 2015 - 02:08 PM

View PostAce Selin, on 04 March 2015 - 01:16 PM, said:

As for this reply...
Stop being a douche.

Theres no reason why CW cant be altered to enhance PUG play as well, without affecting teams much (other than stopping easy stomps). Besides id be pretty surprised if PUGs didnt make up more players in CW than teams did.


No see you misunderstand. I am not suggesting they can not change aspects of CW to makes parts of it more friendly to solo players, I am offering that suggestion based on the current state of CW as it exists right now at this very minute.

Any solo player who complains about being stomped by a group needs to join a team and improve their skills or stop dropping in Community Warfare until such time as PGI makes changes that benefits the solo player. You are not enjoying the game or going to improve in stomp drops so stop wasting your time. You will only stress yourself out and push yourself to quit playing out of frustration.

I have no problem with solo players who do not complain. I solo play on occasion and have fun doing it and other times get stomped by premades. It is just the players who lose to an organized group then immediatly post about it on the forums as if it was somehow unexpected or unknown that the scenario of a premade vs pug stomp was possible. That is generally always going to be the outcome in a CW drop. There are of course exceptions to this rule but majority of solo players right now would benefit extraordinarily from simply joining a team and improving their skills that way.

Edited by jeirhart, 04 March 2015 - 02:11 PM.


#6 Necromantion

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Posted 04 March 2015 - 03:02 PM

To be frank, a lot of your suggestions are very short sighted in terms of their implementation and the effect they would have on the game in its current state but here goes...

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

1. The real issue is not whether IS or Clan forces have an advantage; it's that random PUG or mixed groups are thrown into the meat grinder of 12-man premades with little hope of survival. The rare fun I had in CW was when I lucked into dropping with a group twice and rolled our poor opponents. VOIP is no cure for this. Matchmaking needs fixing such that A. premades are limited to 6, with 6 other onesies/twosies filling in; and/or B. there is a private queue for CW.

PGI, you are alienating part of your player base by having CW be so heavily team dependent. Those of us who aren't part of a group, and can't or don't want to join one, would also like to do something broader in this game--like fight for control of the IS?--after years of grinding it out in random deathmatches. (Please spare me the "CW is teh hard mode!!!" or "teamz only!" comments. There's no reason it needs to be, or that something can't be done to make it fun for everyone in the playing/paying base, not just 12-mans.)


PGI stated only about 15-20% of the playerbase is playing CW currently (obviously for various reasons) that creates a problem right away when you outline an idea of segregating drops between pugs and groups as is done in the public queue. The population is currently not big enough in CW to support this without people having monumental wait times for matches and even MORE turret drops than groups get currently. Incentives need to be in place as well as various other issues addressed to increase the population before this could ever be considered.

However even if it was considered there are other problems that come up with this, are there going to be two separate CW maps? One for pug queue and one for teams? This would kind of defeat the purpose of CW, no?

To be frank the amount of pilots on the forums from IS whining about how OP clans are and who dont even understand how to optimize quirks and alter their play to make the most of those quirks makes me question how many inexperienced players there are. I say this because I understand that Clan mechs are more expensive and for newer players who are not inclined at throwing money at this game they are not an attractive option.

That all being said I believe there should be a gating process, a trial of sorts if you will, that new players have to master 4 mechs before they can play CW or something of that sort (im just spitballing here)

Also they are making 4v4 and 8v8 games that eventually will be part of CW too jfyi.

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

2. That said, Clan 'mechs still ARE ton-for-ton superior to their IS counterparts--or at least, the Stormcrows, Hellbringers, and Timber Wolves everybody drops with in CW are superior. The ubiquity of ECM Hellbringers is especially an issue (of course, the long-standing cloaking-device nature of ECM is a larger problem, but in the absence of fixing that...). An extra 10 tons for IS doesn't cut it. Clans should be limited to 10 'mechs/2 Stars per side, versus an IS company. That has the advantage of being true to Battletech, too.

Alternatively or in conjunction, PGI should implement canon-accurate penalties & incentives for Clan pilots. Fire on an enemy that a teammate fired on? Lose X C-bills/loyalty points/whatever. Kill a 'mech yourself? Extra XP/loyalty. All the mechanics are built into the game to track such actions...just use them.


Saying this you are falling into the group I outlined above, IS mechs with the appropriate quirks are able to stand toe to toe with Clans. ECM is just as available to IS and the only thing that it hard counters for IS is LRMs at range for which there are things like TAG/NARC/UAV's/PPCs and counter ECM for. Our group who plays 50/50 between Clans and IS has no issues pulling the same numbers and win/loss regardless of faction. This all comes back to player skill, knowing optimal mechs and loadouts and altering your playstyle to complement your loadout. This game is all about teamwork, things like this are the equivalent of a COD player going to BF4 and wondering why they arent doing as well in larger game modes that require coordination and teamwork.

10v12? No. Every type of drop in this game is always going to be multiples of 4. Why? Because that is what the current and future game modes are going to be as PGI has already stated 4v4/8v8/12v12. Why should a unit have 1-2 players sitting each game to balance things when they go clans? Lore/TT rules are not going to be the answer to every issue this game faces, this "issue" being nothing other than players not understanding how to optimize their loadouts and play well. Sorry, but its true.

Reduced rewards for assisting killing something in a game where its basically a teamwork fps game? This is not some RPG buddy, its a sim sure but its not an RPG by any means. This would just increase squabbling in games and on the forums beyond what is currently happening. You want pugs to be organized but then expect a pug clan group to communicate on every single target?


View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

3. Light/zerg rushes are the main annoyance when fighting an IS premade. Nothing like waiting 10 minutes for a game, then having it be over in 2. There should be a cool-down period between when the generators are destroyed and the gun is vulnerable, at least; that way all those lights would have to flee instead of just squatting in front of the gun.


Many potential solutions have been brought forward from increasing min tonnage of dropdecks, to forcing x amount of kills to damage gens, raising gen hp or the like.

I feel the same about it but sadly right now that is in PGIs hands as to how or whether they will address it. Frankly light rushes are easy to deal with as Clans due to streaks and only slightly more challenging as IS though AC20/Gauss and pulse lasers do the trick well too. This once again comes down to player skill at least on the IS side though group organization and communication are key and pug drops in the window before a match are hardly going to say "were fighting IS, bring 3-4 light killers"

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

4. Spawn camping is ridiculous...nothing like dropping and having half your armor shot off before you can even move. Why can't we choose our spawn point from among the three instead of being tied to one? And give us a radar map of what friends/foes are nearby while you're at it. Surely the Dropship pilots can eyeball the enemies hunkered down, even under 10,000 ECMs. If the maps were more conducive, I'd say move the drop points farther back and put indestructible LL turrets there to discourage camping, at least on the defenders' side.


PGI put the spawns where they are, thing is moving them wont fix this at all if anything may cause more problems. If a team gets stomped that badly its unfortunate but at least the match finishes sooner. Choosing a spawn point is a decent idea, and while it sucks being defenders dropped among the attackers objectives if you move the spwans back then the time it takes to get to your gens to defend becomes an issue.

Even if they made drop areas out of bounds that poses issues, people would sit back there and camp shooting from an out of bounds area in their tantrum when getting rolled or just sit out there and extend match times as people already do running up into the mountains in boreal for example.

Also dropships weapons are not effected by ECM if that is what you were getting at.

Indestructible turrets? No. Why? Because light pilots at the end of the match would run around or hide around them forcing the turrets to do work for them so they can prolong the match or potentially scratch out a victory.

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

5. Why not give us a retreat option? Indeed, can we get away from the creaky walls/generators dynamic and have different objectives and victory conditions? Many Battletech scenarios did just this, and gave one side the chance to escape and deny the victors points for each 'mech that got away. Heck, even mixing up the "normal" maps with capping, capture the base, etc. would be a nice change. How many SDS planetary defense guns can post-Star League worlds have, anyway?


Retreat option may be an idea perhaps after half a teams mechs have been defeated however this could cause more problems and drama, does it have to be a unanimous vote? Does it have to be a majority? Like in WoW to kick someone from a group would groups over X players have advantage to grief other players by taking a majority vote and ending a game early or stopping it from being ended? This would cause a lot more grief in the player base than bad players/disorganized groups getting farmed does.

They will be adding different match sizes, game types and all kinds of things in the coming months. They have said that and this is still Beta for CW.

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

Really, it would be nice to see CW work something like this: only a limited (3-4) planets per faction per day up for grabs, to concentrate players and cull the list of 10-15 planets with 0 attackers and 0 defenders we have now; Clan bidding along invasion corridors; global IS alliances or relations rather than the current hodgepodge of lone wolves picking fights; real campaigns that involve at least some level of losses & logistics from one battle to the next (e.g., if you lose a 'mech, it has a 24-hour cooldown in CW and/or can't be used again in the current string of battles for that planet?).


No, no limit on planets per faction per day, all that will do is increase squabbling and the spam of counterattack deathmatches that have no real dynamic to them. The current system could use some implementation of loyalists to select additional attack lanes or the like to add more incentive for people to be loyalists over mercs and also some new regulations for mercs would help too. The game in its current implementation creates the lack of strategy, once more game types and sizes are added along with other dynamics im sure we will see more diverse game play.

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

Spleen vented. Feedback given. Good luck, PGI. Right now CW makes me want to delete the game...I hope it gets better. (on the bright side, deathmatch is so much more fun, again, by comparison!)



Lastly you really should look at the repercussions and long term effects of some things you suggest and at least acknowledge them and suggest some ways to mitigate or avoid them as the majority of your suggestions basically are "well i dont like this and this is what i think a fix that would suit me is" rather than looking at how it affects the rest of the community in light of this game being a multiplayer sim/fps.

I am not omniscient or omnipotent but it is clear that the balance of this game to try to make it different than just a run of the mill fps game while adhering to lore to keep it "mechwarrior" enough to appeal to the old players and TT/Lore geeks while having balanced play that encourages new players and allows for groups of any size to have fun is a lot more difficult and complex than most people seem to understand.

Edited by Necromantion, 04 March 2015 - 03:09 PM.


#7 -Natural Selection-

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Posted 04 March 2015 - 03:32 PM

All of the issues listed by OP are not issues by either side when you drop as a group. The only issues we have is when we drop with some solo players who seem to not be able to grasp the concept of teamwork, listening, game mechanics, or proper drop decks/builds for the incoming battle.

Hell, we have groups of very good players and groups who cant seem to wrap their head around the most effective way to win. Poking may be cool to kill 12 mechs in 20 mins, but not 48 in 30 mins lol. Rushing and long range are not where its at, mid range and aggression is the key

#8 Necromantion

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Posted 04 March 2015 - 03:40 PM

View PostMickey Knoxx, on 04 March 2015 - 03:32 PM, said:

All of the issues listed by OP are not issues by either side when you drop as a group. The only issues we have is when we drop with some solo players who seem to not be able to grasp the concept of teamwork, listening, game mechanics, or proper drop decks/builds for the incoming battle.

Hell, we have groups of very good players and groups who cant seem to wrap their head around the most effective way to win. Poking may be cool to kill 12 mechs in 20 mins, but not 48 in 30 mins lol. Rushing and long range are not where its at, mid range and aggression is the key


Different strategies work for different groups on different maps, mid range and aggression are not the key for every group on any map by any means.

Working with your players strengths and loadouts and seizing opportunities when they present themselves for your team setup is what is key.

#9 EasyPickings

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Posted 04 March 2015 - 03:41 PM

View PostAidan Pendragon, on 03 March 2015 - 07:28 PM, said:

PGI should implement canon-accurate penalties & incentives for Clan pilots. Fire on an enemy that a teammate fired on? Lose X C-bills/loyalty points/whatever. Kill a 'mech yourself? Extra XP/loyalty.


While that might not be something PGI is willing to implement, an alternative could be to reduce the Kill-Assist rewards for Clanners, while simultaneously upping the Clanner Kill and Solo Kill rewards. That would be more in line with Battletech canon.

#10 Targetloc

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Posted 04 March 2015 - 03:53 PM

I remember back in the day when solo players were mad as hell at Blizzard because all the WoW end-game content was tailored exclusively towards group play, with no real option to progress without joining some kind of group.

And then after they whined and whined and whined, and literally flooded the forums with tears, the devs eventually caved and make it so you could solo Molten Core... or wait, maybe the game went bankrupt and failed because they didn't cater to casual players. I forget which one it was.

Anyways, good luck in your quest, OP!

#11 mekabuser

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Posted 04 March 2015 - 03:54 PM

anyone know what percentage of 8,12 mans drop in defense? its DAMN rare to have anything more than a 4 man , if that, as part of the idk 50 cw drops ive been in . . Most of the time I m facing 8 or 12 man. .I suspect large groups PRIMARILY attack.

Enough with the join a group.. If there were only groups there would be no cw.. theres practically no one playing WITH pugs.

beef up the defenses.
and retreat.. yeah,, i usually survive much better than most so now.. f u and ur farming.. i just quit the match if its the usual clan rapi ng garbage.

#12 GutterBoy5

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Posted 04 March 2015 - 03:58 PM

Agree clan 10 vs IS 12 should be in. Or some other mechanic that simulates IS out number clans " maybe clan has 3drops ,IS has current 4drops per match"

Maybe drop ships could hover above drop zone to repell spawn attack/ or when they drop mechs off they drop 2 turrets as well per drop ship.

#13 Necromantion

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Posted 04 March 2015 - 04:03 PM

View Postmekabuser, on 04 March 2015 - 03:54 PM, said:

anyone know what percentage of 8,12 mans drop in defense? its DAMN rare to have anything more than a 4 man , if that, as part of the idk 50 cw drops ive been in . . Most of the time I m facing 8 or 12 man. .I suspect large groups PRIMARILY attack.

Enough with the join a group.. If there were only groups there would be no cw.. theres practically no one playing WITH pugs.

beef up the defenses.
and retreat.. yeah,, i usually survive much better than most so now.. f u and ur farming.. i just quit the match if its the usual clan rapi ng garbage.


That seems to be true on the IS front where there are a lot of teams that rely on light rushing to win attacks and avoid defending because they cannot light rush to win a defense

View PostGutterBoy5, on 04 March 2015 - 03:58 PM, said:

Agree clan 10 vs IS 12 should be in. Or some other mechanic that simulates IS out number clans " maybe clan has 3drops ,IS has current 4drops per match"

Maybe drop ships could hover above drop zone to repell spawn attack/ or when they drop mechs off they drop 2 turrets as well per drop ship.


You didnt even read the points that I made regarding that suggestion did you?

#14 pvtjamesr

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Posted 04 March 2015 - 04:10 PM

THIS IS A TEAM GAME. This game was designed to promote team play, not a 1 man army. CW is and always was designed for units to compete against each other, while the pug queue was for (you guessed it) PUGS!

p.s. You want 10 vs. 12, fine....give us Clan tech. Not this watered down crap.

#15 Leggin Ho

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Posted 04 March 2015 - 08:28 PM

10 vs 12 should give the clans back our teck and make the IS use hardwired TRO builds, that would suck as even I admit, you can't use TRO excuses for what you want and ignore it when you don't like the fact that the Clans are supposed to have some advantage in tech. PGI is working oni it, and it can be annoying at times, but TT/TRO is not the answer to all things unless you plan on using it for all aspects in game.

#16 GutterBoy5

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Posted 04 March 2015 - 11:18 PM

View PostNecromantion, on 04 March 2015 - 04:03 PM, said:


That seems to be true on the IS front where there are a lot of teams that rely on light rushing to win attacks and avoid defending because they cannot light rush to win a defense



You didnt even read the points that I made regarding that suggestion did you?


No I didnt, as If I got time to read ever post. It was a suggestion take it or leave it. I don't care

#17 delushin

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Posted 04 March 2015 - 11:43 PM

Posted Image

Unless we don't have a 12 man, then please queue <3

Edited by delushin, 04 March 2015 - 11:52 PM.


#18 Aidan Pendragon

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Posted 05 March 2015 - 10:46 AM

Ignoring the "teamz only!" comments (did you READ in the first post about not making those?), let me clarify a couple of points:

1. I'm a paying customer. There's no reason why PGI should listen to my feedback any less than anybody else's.

2. These remarks are based on my intermittent experience playing CW since January, not one or two matches. I usually get fed up after one or two tries and only come back days later...and frankly, at this point mainly to get low-tier 'mech bays. I've been playing MWO since open beta, so I'm not some rookie, thank you very much. For those who say, "well don't drop in CW then"--I'm not, by and large! Posts like this are meant to help PGI fix CW while it's still in beta.

3. Re. the comment about a low/20% player base in CW, I'd submit that if CW wasn't so off-putting for a significant fraction of the player base--including the PUGs that PGI says are needed to round off groups--there wouldn't be such a problem about limiting large groups. Note I'm not saying ban all groups; instead, the current matchmaking system seems to disproportionately stack 8- or 12-man groups against PUGs, which is a huge mismatch.

4. Related to point 3, PGI needs to vastly increase the rewards given for CW such that the rewards from an average 30-minute game equal those you would get from the 3-4 non-CW matches you could fit into the same time period. That would also get more people into CW.

5. Also related to point 3, I agree in theory that there are counters for ECM. In practice, many PUGs don't seem to know how to do this. If I had a c-bill for every time I had to type "put your ECM in counter mode," I'd have a new King Crab. Teams generally have worked such basics out in advance...again widening the gap between teams and PUGs. (But again, this obscures the problem that ECM has been way overpowered since its introduction...explain why my computer can't put some kind of marker on an enemy 'mech to which I have a clear LOS and IS SHOOTING AT ME?)

6. I like the idea about increasing solo kill bonuses for Clan pilots and decreasing those for savior kill, etc. Still think penalties for ganging up would be good, too, given that that's a big thing for the Clans (if we are in the "CW battle for the Inner Sphere" milieu).

7. Several people said, "don't nerf Clans/go 10 on 12 unless you support a return to TRO for IS." Actually, I think this in large part would be a good idea. The whole bit about "chasing the meta," ridiculous quirks, IS 'mechs being more customizable than OmniMechs, etc. really rubs me the wrong way. I think getting more back to basics for IS would not be a bad thing. Give us heat penalties and physical counters for assaults versus lights, for starters.

Edited by Aidan Pendragon, 05 March 2015 - 10:47 AM.


#19 Necromantion

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Posted 05 March 2015 - 11:13 AM

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

2. These remarks are based on my intermittent experience playing CW since January, not one or two matches. I usually get fed up after one or two tries and only come back days later...and frankly, at this point mainly to get low-tier 'mech bays. I've been playing MWO since open beta, so I'm not some rookie, thank you very much. For those who say, "well don't drop in CW then"--I'm not, by and large! Posts like this are meant to help PGI fix CW while it's still in beta.


Intermittent is key and apparently you havent played both factions and have only been dropping as a pug which is fine and dandy but really even in the pug queue teamwork does trump a bunch of guys running around doing whatever they feel is right. This is not COD and a lot of weapons/tools rely on teamwork to be utilized to their maximum effect.

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

3. Re. the comment about a low/20% player base in CW, I'd submit that if CW wasn't so off-putting for a significant fraction of the player base--including the PUGs that PGI says are needed to round off groups--there wouldn't be such a problem about limiting large groups. Note I'm not saying ban all groups; instead, the current matchmaking system seems to disproportionately stack 8- or 12-man groups against PUGs, which is a huge mismatch.


That is fair and as I said you cannot divide between pug and group drops currently in CW as the population base is too small to allow for it to function with two separate queues. All you would get 70% of the time is ghost drops.

Solution? Dont allow players with limited experience/very few mechs into CW. Make it be something new players have to work towards over time to get into.

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

4. Related to point 3, PGI needs to vastly increase the rewards given for CW such that the rewards from an average 30-minute game equal those you would get from the 3-4 non-CW matches you could fit into the same time period. That would also get more people into CW.


Dude, a CW win with a good team killing all 48 mechs can net you 400-900k cbills if youre a competent player no problem at all. Sometimes that takes 11min sometimes the full 30. I make more reliable cbill earnings in CW with a good group over pugging or even with a good group in public queue.

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

5. Also related to point 3, I agree in theory that there are counters for ECM. In practice, many PUGs don't seem to know how to do this. If I had a c-bill for every time I had to type "put your ECM in counter mode," I'd have a new King Crab. Teams generally have worked such basics out in advance...again widening the gap between teams and PUGs. (But again, this obscures the problem that ECM has been way overpowered since its introduction...explain why my computer can't put some kind of marker on an enemy 'mech to which I have a clear LOS and IS SHOOTING AT ME?)


Hence why new/inexperienced players shouldnt be allowed into CW and PGI needs to force tutorials that teach these things to players when they first start playing. ECM is not overpowered. Stop bringing lrms, communicate with your teammates. If you need a red dorito and a letter over someones head to kill them you need to ... uhh... need i finish that sentence?

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

6. I like the idea about increasing solo kill bonuses for Clan pilots and decreasing those for savior kill, etc. Still think penalties for ganging up would be good, too, given that that's a big thing for the Clans (if we are in the "CW battle for the Inner Sphere" milieu).


That is fair, the solo kill bonus indeed but then that would make more incentive to break away from team work and cause potentially more problems in the playerbase with people running around attempting to solo things and throwing away mechs.

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

7. Several people said, "don't nerf Clans/go 10 on 12 unless you support a return to TRO for IS." Actually, I think this in large part would be a good idea. The whole bit about "chasing the meta," ridiculous quirks, IS 'mechs being more customizable than OmniMechs, etc. really rubs me the wrong way. I think getting more back to basics for IS would not be a bad thing. Give us heat penalties and physical counters for assaults versus lights, for starters.


No.

PGI has stated that they are implementing 4v4 and 8v8 game modes in the future. So then what? How does a 5 or 10 man group size for clans fit into that?

What about merc groups that switch from IS to Clan now and then? Especially smaller merc units, you want 2 people to have to sit because the majority of IS players seem to be unable to coordinate, play well, optimize mech builds and loadouts around quirks and alter play styles to suit their loadouts? No I dont think this is a good idea at all.

The whole "lore" argument at this point can go hoop itself. It will not bring balance and would demolish future smaller game modes that many players are looking forward to in order to get away from the 12 man cluster-fk that we currently have on some maps and to add some diversity to things.

#20 EasyPickings

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Posted 05 March 2015 - 03:53 PM

View PostNecromantion, on 05 March 2015 - 11:13 AM, said:

View PostAidan Pendragon, on 05 March 2015 - 10:46 AM, said:

7. Several people said, "don't nerf Clans/go 10 on 12 unless you support a return to TRO for IS." Actually, I think this in large part would be a good idea. The whole bit about "chasing the meta," ridiculous quirks, IS 'mechs being more customizable than OmniMechs, etc. really rubs me the wrong way. I think getting more back to basics for IS would not be a bad thing. Give us heat penalties and physical counters for assaults versus lights, for starters.


No.

PGI has stated that they are implementing 4v4 and 8v8 game modes in the future. So then what? How does a 5 or 10 man group size for clans fit into that?

What about merc groups that switch from IS to Clan now and then? Especially smaller merc units, you want 2 people to have to sit because the majority of IS players seem to be unable to coordinate, play well, optimize mech builds and loadouts around quirks and alter play styles to suit their loadouts? No I dont think this is a good idea at all.

The whole "lore" argument at this point can go hoop itself. It will not bring balance and would demolish future smaller game modes that many players are looking forward to in order to get away from the 12 man cluster-fk that we currently have on some maps and to add some diversity to things.


An alternative to dropping down to 10 man for Clanners is to reduce their combined drop weight with respect to their opponents' weight. That way you can still 8vs8, 12vs12, etc.





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