

Upcoming Change To Cw To Stop Zerging!
Started by RedDevil, Mar 30 2015 02:58 PM
28 replies to this topic
#21
Posted 31 March 2015 - 11:08 AM
Yeah I guess to me this doesn't really sound like it will actually do anything to solve the issue of coordinated assaults on a planet.
If team A has more population than team B it's still going to win/defend the planet through auto wins/turret runs rather than fights.
For evenly matched teams it just sounds like its designed to flip the planet to stalemate out at give or take a match 50%.
If team A has more population than team B it's still going to win/defend the planet through auto wins/turret runs rather than fights.
For evenly matched teams it just sounds like its designed to flip the planet to stalemate out at give or take a match 50%.
#22
Posted 31 March 2015 - 11:28 AM
Apparently during the weekend event (when number advantages were at their highest) only 2% of all matches were turret drops.
#23
Posted 31 March 2015 - 11:40 AM
reddevil, on 31 March 2015 - 11:28 AM, said:
Apparently during the weekend event (when number advantages were at their highest) only 2% of all matches were turret drops.
This only matters when you have a high enough overall population that games can cycle before turret drops. The only 2 things that will ever make that happen are constant events with decent enough incentive to get the solo/pugs to play it, or actually fixing some of the core mechanic problems while actually developing the game mode into something more than deathmatch v2.0.
The biggest problem overall with moving the game forward at all is that they won't go back and fix things like ecm, target sharing, and weapon/heat balancing so that they can actually do finer tuned balancing at the core of the game without dictating the meta game builds and destroys the massive potential this game has for depth on player chosen builds alone from the bottom all the way to the top tiers of play.
Right behind that is that they never developed a game mode other than deathmatch, there's simply so much just left on the table that would draw all kinds of players into the mode if they had other objectives and the game had more of a Mechwarrior feel to it. Teams would still win, but players would be more engaged and invested in the matches regardless of who wins - and that's what creates staying power.
#24
Posted 31 March 2015 - 12:05 PM
reddevil, on 31 March 2015 - 11:28 AM, said:
Apparently during the weekend event (when number advantages were at their highest) only 2% of all matches were turret drops.
The real impacts of #s advantage seems to have been tying up good teams that could have won any fight, into fights that didn't help flip the planet.
Then the pugs who did get to fight when it 'mattered' lost.
Edited by sdsnowbum, 31 March 2015 - 12:05 PM.
#25
Posted 31 March 2015 - 02:52 PM
Davegt27, on 31 March 2015 - 09:40 AM, said:
Zerg is a tactic
It’s a modus operandi
A method of operating
The way to do something
If they eliminate zerg rushes do we then demand the elimination of streak boats?
How about a heavy rush how are we going to solve that problem?
Winning is a problem that also needs to be solved
It’s a modus operandi
A method of operating
The way to do something
If they eliminate zerg rushes do we then demand the elimination of streak boats?
How about a heavy rush how are we going to solve that problem?
Winning is a problem that also needs to be solved
this is the attitude that pretty much illustrates why america will remain an intellectual powerhouse for years to come, or return of JC..
#27
Posted 31 March 2015 - 08:48 PM
Davegt27, on 31 March 2015 - 09:40 AM, said:
Zerg is a tactic
It’s a modus operandi
A method of operating
The way to do something
If they eliminate zerg rushes do we then demand the elimination of streak boats?
How about a heavy rush how are we going to solve that problem?
Winning is a problem that also needs to be solved
It’s a modus operandi
A method of operating
The way to do something
If they eliminate zerg rushes do we then demand the elimination of streak boats?
How about a heavy rush how are we going to solve that problem?
Winning is a problem that also needs to be solved
the problem is though that CW population is so low that having enough people to zerg is a challenge. If and i say IF your faction is lucky enough to have incoming mercs sign then yes you can zerg, and you almost always win. But the vast majority of time the ability to zerg is out of the players hands and left up to fate and who signs with what faction. It takes the game out of the hands of most powers and puts into a few who change factions every once and awhile, simply put it's not fun
#28
Posted 03 April 2015 - 06:58 PM
slide, on 30 March 2015 - 10:29 PM, said:
I fail to see why this has to be so complicated.
We already have random sector (map) selection in the game. Simply pit 2 teams against each other, pick a map and they play whatever game mode required depending on whether the sector is red or blue. The only over ride needed is for an appropriate game mode if you are ghost dropping with no opposition.
This would result in the invading team getting more attack matches early on and the defending team getting more Counter Attacks as the planet is conquered. Planets would tend to hover more around 40-60% range making taking or holding ground even more critical at the end of ceasefire.
Russ's plan could render a large number of games moot before they even start, this increases grind and frustration for no good purpose.
We already have random sector (map) selection in the game. Simply pit 2 teams against each other, pick a map and they play whatever game mode required depending on whether the sector is red or blue. The only over ride needed is for an appropriate game mode if you are ghost dropping with no opposition.
This would result in the invading team getting more attack matches early on and the defending team getting more Counter Attacks as the planet is conquered. Planets would tend to hover more around 40-60% range making taking or holding ground even more critical at the end of ceasefire.
Russ's plan could render a large number of games moot before they even start, this increases grind and frustration for no good purpose.
It's still better than rendering a large number of games useless because you are completely blocked from claiming nodes.
#29
Posted 03 April 2015 - 08:08 PM
There are a couple of posts that explain this better, but since this is still active.... I just dropped on a jadefalcon planet with my unit. We won our first two pips. Then won five "hold territory" in a row on those first two pips. We won seven matches to keep two pips. There was never a chance to win the planet. That is the problem that will be addressed. It only took a major event and this affecting the clans for it to matter to the devs. It's been mentioned from day one as a problem.
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