Jump to content

Cw Being Ruined...


558 replies to this topic

#481 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 16 June 2015 - 07:56 AM

View PostTitannium, on 16 June 2015 - 12:20 AM, said:

still your view seems more "defending purge 48-10" then anything else . you are only covering it with "team".

Idea in theory is fine. Reality in MWO is nonsense 48-10, every match. No thx, CW in this form, its not a joy. its pain.



There are not enough player to CUT THE QUEUE as you put it. There are hardly enough for games now what do you think will happen when you cut that number potentially in half?

You again have no idea what you are talking about...Your ideas in theroy are not going to work any better then anyone else's on here. I dont get how you think have not enough people to get matches now will get you more matches by cutting all the units out of that equation.

How many pugs do you see in CW now?

View PostTitannium, on 16 June 2015 - 07:38 AM, said:

yep, you are talking about current status of CW, which is total crap. It has to be rebuild from scrap. Or do you think <15% of all players is success ?



who are you talking to?

I dont see anyone here claming CW is a success, i see lots of suggestions to fix it but i dont see anything you are claiming here.

View PostTitannium, on 16 June 2015 - 12:35 AM, said:

Well, but then you sure know, pugs, can play teamplay regulary, Every here and there game, someone is leading over comm, and then its organaized.

Very small % of PUG games, is separated.

What im saying, that PUG vs PUG CW, will be a joy for whole 24 PUG players, while the match score will be around 35-48 +-.
Same with premades vs premades. (OFC their FREE cbills income will be shorter, but thats their problem, not mine).
i want to have fun, and joy in a game mode. Not to see 30 minutes, the disbalance. and loose everygame 10-48, because, its always pugs vs premades.

I still think, you somehow miss my point of balance.



You somehow miss the point of making a game mode work, you can threoy craft and speak nonsense all you want but the truth is there is not enough player to split the queues and since day ONE they have advertised this as a group v group mode. You have no idea again what you are talking about....maybe half the pugs would enjoy it but the pugs i know from CW WANT to be there WITH the UNITS. Not the other way around...if you dont like it then go play the normal solo queue.....i want diversity in this game and its modes you want participation trophies.

Its no ones fault but your own you are having a bad time there (in cw) PGI has given you MORE then enough tools to get this done.

Edited by DarthRevis, 16 June 2015 - 07:59 AM.


#482 Slimspadey101

    Member

  • PipPip
  • 26 posts
  • LocationSt. Louis

Posted 16 June 2015 - 06:37 PM

View Postccrider, on 15 June 2015 - 03:39 PM, said:

Look, I'm not here to argue about the right or wrong way to feel about CW, but MW:O was advertised as an online, multi-player sim/shooter. It's why I bought a Founder's Pack; I wanted to be able to play a game based on an IP I love, with a lot of people. However, this argument that CW needs to cater to solo's is getting a touch out of hand. Solo queue caters to solo's, group queue to groups and CW to players who want to play as a team. It's an excellent mix of different game types for different types of players. What I really don't get is the aversion to communicating with your group; how many of you vehemently bitching about having to "jump on TS or use VOIP" to have a chance to win are the same people who complain endlessly about how your solo queue teammates play selfishly and cost you wins? You DON'T have to join a unit, no one here is saying you have to or telling you to stay away from CW. No one here really wants to "farm PUGs" either; the vast majority of the people who enjoy CW do everything they can to encourage solo's to take the steps necessary to be more successful at CW. Look at RJ's post; he lays out where the faction TS lists are and shows a video example of a mixed group using TS to not only win a close fight but ENJOY themselves. Try it, you'll find that it's not a bunch of screaming, frothing neck beards yelling at newbies, it's a bunch of regular people who enjoy the same damn thing you like. And who knows, you use the communications tools, talk to some folks and you might find a unit you like rolling with or at least a large friends list so even if you roll solo you can always get into a larger group when you play CW. Just stop trying to make CW another version of solo queue; I like options and eliminating 1 of the 3 game modes takes away my options.


These are my thoughts exactly. TS has be integrated for a while now and still I feel alone on comms in most matches. I will admit sometimes I'm on auto pilot and run around like its the public queue, but rarely do I if there is at least a few other reasonable human being on comms. Especially if there is someone taking the initiative and attempting to lead the group. Also, there are some cases where the teams (pug or unit mix or not) happen to be skill stacked on my side and comms are practically unnecessary, because faceroll. There will always be that guy who doesn't have a mic and has voip turned off. This is the nature of all competitive online games. There will be PJSalt.

#483 Speedy Plysitkos

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,460 posts
  • LocationMech Junkyard

Posted 16 June 2015 - 11:02 PM

darthrevis:

I know, that im talking more about theory, but i think, whole CW is currently bad set. Taking planets based on FIFO without any other sorting of players is not enjoyable for most of the player base.

I understand you and others here, who speak about team/unity play in CW. I understand that point.
What Id like to have, is to play that mod, with other "solo" players, and made to comm inside the game, play with them ad hoc, there. Ye sound like a PUG play, but, this could be an OPTION, there....

what id like to have is CW for pugs. I believe it will bring more players to CW (specialy when steam release, there will be SOLO only), and some can turn into your regular unit/team play as you are playing it now.
The queue for "solos" could bring more players to CW, when they feel, they will not loose every game 10-48.....



My point is to have some kind of balanced on both sides in CW , for new players. Ŕight now, there isnt any balance in the mod.

#484 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 17 June 2015 - 09:59 AM

View PostTitannium, on 16 June 2015 - 11:02 PM, said:

darthrevis:

I know, that im talking more about theory, but i think, whole CW is currently bad set. Taking planets based on FIFO without any other sorting of players is not enjoyable for most of the player base.

I understand you and others here, who speak about team/unity play in CW. I understand that point.
What Id like to have, is to play that mod, with other "solo" players, and made to comm inside the game, play with them ad hoc, there. Ye sound like a PUG play, but, this could be an OPTION, there....

what id like to have is CW for pugs. I believe it will bring more players to CW (specialy when steam release, there will be SOLO only), and some can turn into your regular unit/team play as you are playing it now.
The queue for "solos" could bring more players to CW, when they feel, they will not loose every game 10-48.....



My point is to have some kind of balanced on both sides in CW , for new players. Ŕight now, there isnt any balance in the mod.



And i understand your wanting a more PUG or SOLO friendly mode, it would be nice and it should come down the pipe once the 4v4 leg get going soon™.

I think the 4v4 will shine for the small groups and solo players but i do not think the 12v12 mode should be SOLO only. Not to mention there are 3 other modes which allow solo play. There is no MM in this mode because the idea is your Unit will comprise the majority of the Players and really wont need to be put on a team. 8 and 12 man groups get priority and get games first (even numbers work best still) and the solo and small group guys are filler and it STILL takes a long time because no one queues up.

Each planet is its own arena and therefore needs no MM, you drop on the planet and get matched with teams as they come into queue on that planet....if you dont like the teams then go to a different planet. The planets are the Rooms essentially you just cant see the opponents until you drop. MM isnt helping you in this way which is why many refer to it as "hardmode".

I just dont think it will get any easier or better for you, if the other side groups up and uses comms even if they are all 12 solo guys the team that doesnt will loose. Its that simple...

Teamwork is OP so USE IT! :P

#485 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 17 June 2015 - 09:51 PM

View PostTitannium, on 16 June 2015 - 11:02 PM, said:

what id like to have is CW for pugs. I believe it will bring more players to CW (specialy when steam release, there will be SOLO only), and some can turn into your regular unit/team play as you are playing it now.
The queue for "solos" could bring more players to CW, when they feel, they will not loose every game 10-48.....


if they want to be solo only, they shouldn't be in CW. Pure and simple.

#486 N0MAD

    Member

  • PipPipPipPipPipPipPipPip
  • 1,757 posts

Posted 17 June 2015 - 10:32 PM

In reality these "No solo Q in CW" advocates are really saying is "you cant have a solo q cause as the 12 man Q showed us there arent enough large groups around or they dont wana play the same teams over and over again, so we need the pugs and seals in our CW q, you cant play in your own q because not enough in our q".
They are correct of course, there aren't enough teams or players in reality, so no, no separate Q because neither will have a reasonable pop to exist.
The upcoming (if it actually gets implemented) 4v4 q will affect the current CW q in not a good way, lets wait an see.
A solo CW q will never happen, not because its a bad idea if not a great idea but pop simply wont allow it.

#487 SmoothCriminal

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 815 posts

Posted 18 June 2015 - 01:47 AM

View PostIraqiWalker, on 17 June 2015 - 09:51 PM, said:


if they want to be solo only, they shouldn't be in CW. Pure and simple.


And it is exactly this attitude that is killing CW - pugs are bored of getting rolled by epeen stroking 12 man groups and will go back to the public queue. With no meta story or immersion they will drop out once they get bored of the grind. If you give pugs immersion in the wider universe they might stay around long enough, perhaps even join one of your master-of-the-universe teams.

Or they could drop out of CW entirely and break that aspect of the game permanently. You know, whichever one you want.

A CW clans v IS queue for groups only with the delay drop mechanics (preventing sync drops from said epeen stroking members of our illustrious community) would give this.

#488 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 18 June 2015 - 01:54 AM

View PostSmoothCriminal, on 18 June 2015 - 01:47 AM, said:

And it is exactly this attitude that is killing CW - pugs are bored of getting rolled by epeen stroking 12 man groups and will go back to the public queue. With no meta story or immersion they will drop out once they get bored of the grind. If you give pugs immersion in the wider universe they might stay around long enough, perhaps even join one of your master-of-the-universe teams.

Or they could drop out of CW entirely and break that aspect of the game permanently. You know, whichever one you want.

A CW clans v IS queue for groups only with the delay drop mechanics (preventing sync drops from said epeen stroking members of our illustrious community) would give this.


For the billionth time, understand what I'm saying:

I'm saying that those players that don't want to work with the team, don't want to coordinate, and want to rush in like boneheaded idiots who think this is the solo queue, shouldn't play CW.

It's not for everyone, and if people insist on being headless chicken without any teamwork, they shouldn't complain about losing against a coordinated team. almost all of my CW drops have been solo ffs. There's a difference between dropping solo, and PLAYING solo.

Those that play solo only, and don't work with the team, are a hindrance to the team. They're not a good thing to have in CW. The real problem here is in the players, not the system. We have LFG, we have voice comms, hell we even have TS available to everyone to use, FOR FREE. If after all of that someone still refuses to play as part of a team, they really shouldn't be in CW. Let them go back to the solo-only public queue.

TL;DR: There's a difference between dropping solo(that's fine, and not an issue in CW), and PLAYING solo (that's the problem, and 99.99% of all complainers about being solo in CW fall in this bracket)


For the record, I'm not asking people to join units. I've emphasized that a lot. Getting on your faction's Teamspeak hub to coordinate with whoever is there, is not the same as being in a unit. If someone is too lazy to do that, they shouldn't be complaining about losing to a team that bothered with some semblance of coordination.

Edited by IraqiWalker, 18 June 2015 - 01:56 AM.


#489 Black Ivan

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,698 posts

Posted 18 June 2015 - 01:59 AM

Just being devils advocate here.
There is an easy way for PGI to keep such players out of CW. Just do not alllow people into CW who are not part of a unit.

Edited by Black Ivan, 18 June 2015 - 02:01 AM.


#490 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 18 June 2015 - 02:03 AM

View PostBlack Ivan, on 18 June 2015 - 01:59 AM, said:

Just being devils advocate here.
There is an easy way for PGI to keep such players out of CW. Just do not alllow people into CW who are not part of a unit.


That's not what we want. A lot of solo players are good players, and they should be in CW. No one is saying remove the solo players from CW. I'm saying "if you don't use teamwork, and coordinate, you'll keep losing, and a solo only queue won't change that. Also, this is a mode that has units, and groups as it's center piece, stop trying to make it into the public queue 2.0"

#491 MechWarrior3671771

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,021 posts
  • LocationGermantown, MD

Posted 18 June 2015 - 02:18 AM

"I'm saying if you don't use teamwork, and coordinate, you'll keep losing, and a solo only queue won't change that"

We are doing all of that and still getting stomped. When I drop solo in CW, the match starts out with a coordinated strategy, good comms, and some poor guy who steps up to be Drop Commander Scapegoat ;) We still get stomped. Usually its 1-12 after the first few mins.

Its much better when I drop with my unit, we usually win against other premades. But then they are much better than me. But they don't drop in CW that much because there is little motivation to deal with the waiting waiting waiting.

What I think would help is to make it *matter* what planet you held. Something like having each planet generate revenue for each pilot that participated in flipping it, even if that's only 10 cbills per day. Or maybe have the planet produce something of import that gets fed into your account like rewards - every x amount of time you have a heat sink or ammo or weapon delivered to you.

As it stands now, I can't really get excited about WHY we are fighting. Its like pre-season football, with twice the commercials.

Edited by Fenrisulvyn, 18 June 2015 - 02:22 AM.


#492 Jumping Gigolo

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 214 posts
  • LocationAny red light district or above 27,000ft on a mile-high club jet

Posted 18 June 2015 - 03:16 AM

Last 2 days I dropped with a 4 players from a Wolf unit, another 4 from Ghostbear, then the other 4 are mixed with 2 being unitless pug. Our opponent: 11 unitless pugs (pugs whom we can presume are solo droppers). We played at Sulfurous Rift and the game mode is Invasion and we are defending. Cutting the story short, we got rekt 48-22 by those pugs despite someone from the wolf lance doing coordination via VOIP. Those pugs farmed us (non-pugs) till they killed us all and they still had 8 more minutes to kill O-gens then final Omega.

Then yesterday night I dropped with assorted guys from Smoke Jaguar, Wolf, ghostbear, and some unitless pugs. Our opponent is an 8-man team from -ASE-. Map is Grim Portico and they we are Counter Attacking (they have the upphand to start with since they can camp inside). Again cutting the story short we beat them but in a very, very close fight. we just won by 4 kill lead and we almost messed up killing Omega while maintaining kill lead.

What am I trying to point out? Regardless if the team is a pug team or a pre-made team whoever executes, performs,shoots well, and plays smarter will win. You cannot just assume a team with more unitless pugs will surely lose against pre-made teams. So for example: If the pre-made teams; with all their TeamSpeak coordination and whatever pre-made strategy they have if they are bunch of old farts with nervous shaky-hands and play on pings higher than 280, they can be beaten by pugs who had better aim (can headshot you from 800m) and with faster internet connections.

That's why I don't buy this "pugs always get rekt by pre-mades hence CW is fail" statement right from the start.

#493 Kin3ticX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,928 posts
  • LocationSalt Mines of Puglandia

Posted 18 June 2015 - 03:44 AM

View PostJumping Gigolo, on 18 June 2015 - 03:16 AM, said:

Last 2 days I dropped with a 4 players from a Wolf unit, another 4 from Ghostbear, then the other 4 are mixed with 2 being unitless pug. Our opponent: 11 unitless pugs (pugs whom we can presume are solo droppers). We played at Sulfurous Rift and the game mode is Invasion and we are defending. Cutting the story short, we got rekt 48-22 by those pugs despite someone from the wolf lance doing coordination via VOIP. Those pugs farmed us (non-pugs) till they killed us all and they still had 8 more minutes to kill O-gens then final Omega.

Then yesterday night I dropped with assorted guys from Smoke Jaguar, Wolf, ghostbear, and some unitless pugs. Our opponent is an 8-man team from -ASE-. Map is Grim Portico and they we are Counter Attacking (they have the upphand to start with since they can camp inside). Again cutting the story short we beat them but in a very, very close fight. we just won by 4 kill lead and we almost messed up killing Omega while maintaining kill lead.

What am I trying to point out? Regardless if the team is a pug team or a pre-made team whoever executes, performs,shoots well, and plays smarter will win. You cannot just assume a team with more unitless pugs will surely lose against pre-made teams. So for example: If the pre-made teams; with all their TeamSpeak coordination and whatever pre-made strategy they have if they are bunch of old farts with nervous shaky-hands and play on pings higher than 280, they can be beaten by pugs who had better aim (can headshot you from 800m) and with faster internet connections.

That's why I don't buy this "pugs always get rekt by pre-mades hence CW is fail" statement right from the start.


Beating 12-mans with mix/solo teams does happen

Posted Image

thx to backup from APOC

but games like those are kinda rare and the planets and stars have to align sometimes.

For every single one of those I have had plenty more games where the I just cant carry hard enough to make a difference. Solo and small groups can be a total crapshoot. Once in a while, the mix units and solos are surprisingly good. Even had a few games where unknowns in the opposing team were highly underestimated.

Edited by Kin3ticX, 18 June 2015 - 03:47 AM.


#494 SmoothCriminal

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 815 posts

Posted 18 June 2015 - 03:48 AM

View PostIraqiWalker, on 18 June 2015 - 01:54 AM, said:



For the billionth time, understand what I'm saying:

I'm saying that those players that don't want to work with the team, don't want to coordinate, and want to rush in like boneheaded idiots who think this is the solo queue, shouldn't play CW.

It's not for everyone, and if people insist on being headless chicken without any teamwork, they shouldn't complain about losing against a coordinated team. almost all of my CW drops have been solo ffs. There's a difference between dropping solo, and PLAYING solo.

Those that play solo only, and don't work with the team, are a hindrance to the team. They're not a good thing to have in CW. The real problem here is in the players, not the system. We have LFG, we have voice comms, hell we even have TS available to everyone to use, FOR FREE. If after all of that someone still refuses to play as part of a team, they really shouldn't be in CW. Let them go back to the solo-only public queue.

TL;DR: There's a difference between dropping solo(that's fine, and not an issue in CW), and PLAYING solo (that's the problem, and 99.99% of all complainers about being solo in CW fall in this bracket)


For the record, I'm not asking people to join units. I've emphasized that a lot. Getting on your faction's Teamspeak hub to coordinate with whoever is there, is not the same as being in a unit. If someone is too lazy to do that, they shouldn't be complaining about losing to a team that bothered with some semblance of coordination.


Fair enough - I understand and agree with you for 99% of this save one point:

Even those pugs who play as a team, who do use comms and don't charge in like a headless chicken would, due to practice and team organisation, still lose against a 12 man.

The problem (from my perspective) is there is no middle ground - there is either crazy solo pugging (though from the games I have been playing even pugging has become slightly more team oriented) or fully team based and integrated 12 man CW. Where is the immersion for people who want to play as a team but don't have mics/teams/time to practice with others?

I realise there is no easy fix for this - but for me (and I admit this could be construed as selfish)a PUG queue for the more teamwork oriented CW game modes could be a step in the right direction. Or it could be full of idiot headless chickens.

Edited by SmoothCriminal, 18 June 2015 - 03:49 AM.


#495 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 18 June 2015 - 09:06 AM

View PostSmoothCriminal, on 18 June 2015 - 03:48 AM, said:

Fair enough - I understand and agree with you for 99% of this save one point:

Even those pugs who play as a team, who do use comms and don't charge in like a headless chicken would, due to practice and team organisation, still lose against a 12 man.

The problem (from my perspective) is there is no middle ground - there is either crazy solo pugging (though from the games I have been playing even pugging has become slightly more team oriented) or fully team based and integrated 12 man CW. Where is the immersion for people who want to play as a team but don't have mics/teams/time to practice with others?

I realise there is no easy fix for this - but for me (and I admit this could be construed as selfish)a PUG queue for the more teamwork oriented CW game modes could be a step in the right direction. Or it could be full of idiot headless chickens.


This is hyperbole and anecdotal at best...

I have won many, mnay drops with a bunch of random jags against 8 and 12 mans....


There will never be a split queue, im sorry but that wont happen. The game mode will completely die on the vine if you do that. Its dying now...what makes you think it would work with half the player split into two modes?

If you play solo you will get your **** kicked in by guys who dont.....is this really a hard core concept to grasp for you guys? There is no middle ground, you are right. Because it either running all 12 of your guys to the same goal or loosing against someone who IS doing that.

But having a hold you hand mode for every single person who thinks "life is hard" is not an option.

#496 Armando

    CookieWarrior

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 938 posts
  • LocationRaiding the Cookie Jar

Posted 18 June 2015 - 09:07 AM

View PostIraqiWalker, on 15 June 2015 - 12:17 AM, said:


Because the problem isn't PuG vs. group. It's DISORGANIZED PuGs, vs. anything else.

When you played that match, did people use voice comms? CW is a team focused mode. If people want to play solo rambo, they can do that in the public queue. In CW, organization is paramount.

I can guarantee you those pugs were going to lose, even against a PuGs only team, if the other team actually communicates even a bit.


I agree with this 100%.

I would like to add that in order to organize a group of PUGs over voice communication the player must first have an understanding of both the map and game mode, a 'plan of attack' (or a plan of defense), and most important they have to 'speak' well (communicate clearly and CALMLY). That last part...the ability to 'speak' well...not a lot of people can do that, and many who 'can'/'could', don't want to.

The result (as far as I can tell) is that anyone with voice communication that is capable of 'leading' / 'organizing' in a PUG group...is very likely already drop commanding for an organized unit.
_____________________________________________________

Bottom Line: Community Warfare is a team based game mode, if we want to make the new/solo player experience better without FORCING them to join a unit....how about rewarding units for dropping WITH pugs?

Encourage units to drop 8 instead of 12 and give bonuses for 'carrying' pugs. Reward units who have seasoned drop commanders with extra Faction Loyalty rewards, or something, ANYTHING to encourage a union of drop commanders with pugs?

Thoughts, comments, concerns.

View PostBlack Ivan, on 15 June 2015 - 11:06 PM, said:

PGI should better call it Unit Warfare, Community Warfare is misleading.


A group of people gather together it is called...

A]...a unit
B]...a community
C]...both A and B
D]...neither A or B
E]...soloing

For science please tell me, does the stupid burn?

Edited by Armando, 18 June 2015 - 09:20 AM.


#497 Jon Gotham

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bite
  • The Bite
  • 2,664 posts

Posted 18 June 2015 - 11:41 AM

View PostIraqiWalker, on 18 June 2015 - 01:54 AM, said:


For the billionth time, understand what I'm saying:

I'm saying that those players that don't want to work with the team, don't want to coordinate, and want to rush in like boneheaded idiots who think this is the solo queue, shouldn't play CW.

It's not for everyone, and if people insist on being headless chicken without any teamwork, they shouldn't complain about losing against a coordinated team. almost all of my CW drops have been solo ffs. There's a difference between dropping solo, and PLAYING solo.

Those that play solo only, and don't work with the team, are a hindrance to the team. They're not a good thing to have in CW. The real problem here is in the players, not the system. We have LFG, we have voice comms, hell we even have TS available to everyone to use, FOR FREE. If after all of that someone still refuses to play as part of a team, they really shouldn't be in CW. Let them go back to the solo-only public queue.

TL;DR: There's a difference between dropping solo(that's fine, and not an issue in CW), and PLAYING solo (that's the problem, and 99.99% of all complainers about being solo in CW fall in this bracket)


For the record, I'm not asking people to join units. I've emphasized that a lot. Getting on your faction's Teamspeak hub to coordinate with whoever is there, is not the same as being in a unit. If someone is too lazy to do that, they shouldn't be complaining about losing to a team that bothered with some semblance of coordination.

Well said sir. WHY can't people get this into their skulls?
Seems we have the entitled generation knocking on our door.

#498 Triordinant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,495 posts
  • LocationThe Dark Side of the Moon

Posted 18 June 2015 - 12:04 PM

View Postkamiko kross, on 18 June 2015 - 11:41 AM, said:

Well said sir. WHY can't people get this into their skulls?
Seems we have the entitled generation knocking on our door.

I actually agree with this. People playing CW the same way they play in the public solo queue is almost never going to result in success. That's why I stay out of CW altogether. Not only will I not have fun in CW, but I'll be gimping my team so they won't have fun either. I might play CW if I created my own 12-man team of handpicked, highly trained and supremely dedicated mechwarriors, but unless I win a $100 million lottery that's not happening.

Those demanding that CW become more like the public queues are barking up the wrong tree. What they should be doing is asking PGI to improve the player experience in the public queues instead. I question the wisdom of PGI allocating so much time, money and effort into CW since it only appeals to 15% or less of the playerbase, but what's done is done. Time to shift all effort into the queues the other 85% play in.

That makes me wonder. If PGI had improved the public queues FIRST with new modes (escort missions, destroy the building, rolling spawn points across a huge map by capture, etc.) and new maps, maybe there wouldn't be a shipload of soloists trying to change CW to their liking because they're bored stiff by the same stale gameplay in the public queues that hasn't changed in over a year.

#499 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 18 June 2015 - 03:23 PM

View PostFenrisulvyn, on 18 June 2015 - 02:18 AM, said:

"I'm saying if you don't use teamwork, and coordinate, you'll keep losing, and a solo only queue won't change that"

We are doing all of that and still getting stomped. When I drop solo in CW, the match starts out with a coordinated strategy, good comms, and some poor guy who steps up to be Drop Commander Scapegoat ;) We still get stomped. Usually its 1-12 after the first few mins.

Its much better when I drop with my unit, we usually win against other premades. But then they are much better than me. But they don't drop in CW that much because there is little motivation to deal with the waiting waiting waiting.

What I think would help is to make it *matter* what planet you held. Something like having each planet generate revenue for each pilot that participated in flipping it, even if that's only 10 cbills per day. Or maybe have the planet produce something of import that gets fed into your account like rewards - every x amount of time you have a heat sink or ammo or weapon delivered to you.

As it stands now, I can't really get excited about WHY we are fighting. Its like pre-season football, with twice the commercials.


Yes. You'll get stomped now and then, because the other team is more coordinated, or did something better. However, try playing a solo CW match, with NO coordination whatsoever, that's what many people in here are talking about.

There's no shame in losing to a team that drills regularly together, and has decks designed to synergize with one another. Expecting to beat them with ramshackle coordination is way too high of an expectation. However, don't expect a loss just because you're facing a 12 man.

On some of my drops on the Steiner, and FRR fronts, I ended up finding a lot of people to coordinate with, and though we didn't have complimentary mechs, we advised each other (this was all on Teamspeak), on which builds to use, what mechs to work with, and yes, we had a delay of about 15 minutes before we even queued up, but when we did, we had fun. Ran into an CGBI 12 man, got rolled in the face by them. Match ended 48-23 or something like that. I remember we didn't get half their kill count, and we only got the last 2 because of an arty strike. Ran into another GB mix, we found our groove, and we won that match. Had 2 hours of drops, and they were fun, we won some, we lost others. In the end, we ended up winning more than losing. We even ran into another CGBI 12 man, and managed to beat them 48-30.

Ramshackle teams can work, with some extra juice, and willingness from the team members to work together. Also, help people understand how comms work. Once the drop starts, anything other than the scouts, and the drop caller, shouldn't really be talking. Plus, having a plan in mind helps immensely.

As for adding more context for CW: We've been crying for that for a long time, and PGI is working on it. Lord knows when we'll get it. Maybe in phase 4, or 5?

View PostSmoothCriminal, on 18 June 2015 - 03:48 AM, said:

Fair enough - I understand and agree with you for 99% of this save one point:

Even those pugs who play as a team, who do use comms and don't charge in like a headless chicken would, due to practice and team organisation, still lose against a 12 man.

I split your post into 2 parts, if you don't mind.

As I mentioned above. There really is no shame in losing to a team that's more organized. If you expect a ramshackle group to always win against a serious 12 man, all I can say is that it is crazy to think so. However, as with the example posted above, with some extra work, and patience you can turn a group of 12 strangers into a solid working unit.

View PostSmoothCriminal, on 18 June 2015 - 03:48 AM, said:

The problem (from my perspective) is there is no middle ground - there is either crazy solo pugging (though from the games I have been playing even pugging has become slightly more team oriented) or fully team based and integrated 12 man CW. Where is the immersion for people who want to play as a team but don't have mics/teams/time to practice with others?

I realise there is no easy fix for this - but for me (and I admit this could be construed as selfish)a PUG queue for the more teamwork oriented CW game modes could be a step in the right direction. Or it could be full of idiot headless chickens.


I posted a response about this suggestion earlier in this thread. A solo only queue will really not work, because when queuing up to take a planet, a unit will go to where the action is. If the only defenders on the planet are solos, the unit will drop with a full 12 man, all of which are "technically" solo. They'll still operate as if they were a 12 man, and the pugs will still have to deal with a 12 man facing them. Splitting the queues is not the answer. They are already split enough as is, and since we're not jumping into a pool, like with the public queue, if I queue up on Graham IV, I am GUARANTEED to drop on Graham IV with against those defending it. This is why the solo queue for CW won't work.

View PostTriordinant, on 18 June 2015 - 12:04 PM, said:

I actually agree with this. People playing CW the same way they play in the public solo queue is almost never going to result in success. That's why I stay out of CW altogether. Not only will I not have fun in CW, but I'll be gimping my team so they won't have fun either. I might play CW if I created my own 12-man team of handpicked, highly trained and supremely dedicated mechwarriors, but unless I win a $100 million lottery that's not happening.

Those demanding that CW become more like the public queues are barking up the wrong tree. What they should be doing is asking PGI to improve the player experience in the public queues instead. I question the wisdom of PGI allocating so much time, money and effort into CW since it only appeals to 15% or less of the playerbase, but what's done is done. Time to shift all effort into the queues the other 85% play in.

That makes me wonder. If PGI had improved the public queues FIRST with new modes (escort missions, destroy the building, rolling spawn points across a huge map by capture, etc.) and new maps, maybe there wouldn't be a shipload of soloists trying to change CW to their liking because they're bored stiff by the same stale gameplay in the public queues that hasn't changed in over a year.

Triordinant, I don't always see eye to eye with your posts, but DAMN do I like them. You slammed the nail on the head so far, it popped on the other side of the planet.

I would like to add: There will ALWAYS be soloists who want everything to be solo.

Edited by IraqiWalker, 18 June 2015 - 03:25 PM.


#500 Kin3ticX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,928 posts
  • LocationSalt Mines of Puglandia

Posted 18 June 2015 - 05:44 PM

Small item. There are also solos playing CW that don't even care. They just want one or two mechbays and they are gone or switching factions. Perhaps those rewards need to scale tougher in the early LP phase.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users