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We Need To Be Able To Pick Where We Drop.


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#21 Aresye

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Posted 04 April 2015 - 08:13 AM

View PostThat Dawg, on 02 April 2015 - 06:24 PM, said:



that is simply too difficult for a mixed group of pugs to do, and those are the most likely to get spawn camped.

View PostTheBossHammer, on 02 April 2015 - 06:31 PM, said:

I get what you're saying now, you mean move the guy as he spawns, then move him back.

Still, this shouldn't be necessary. It doesn't take much code to just let each player pick their spawn point, and it means the commander has to do a ton of extra management that he shouldn't have to do.


I think you're both overestimating the level of difficulty this requires. It isn't, "A ton of extra management," unless your definition of too much responsibility is being able to recognize the name of 4 players that are in a single lance, hitting "B," and dragging a person's name, because that's all there is to it.

I do this when I'm dropping solo, and regardless of the fact I'm constantly moving folks around as they die to avoid them spawning right near the enemy, I still end up doing top kills, highest damage, and can still (mostly) lead the team using VOIP.

All you need is a single player on your side to take control. If your team of solos has nobody willing/unable to do this relatively simple task, then your team is pretty much doomed anyway.

I'm not against PGI implementing a, "Select your spawn," feature. I think it's definitely needed. What I'm getting at is there are ways currently in-game to achieve this already, so basically it comes back to the argument of:

"I'm having a tough time in CW. I know there are ways to make my life less painful, but those require work, and I want my CW experience to be fun and successful without having to do anything complicated."

This is a different game mode than solo/group queue. You can't just move in a death ball and expect to win the game. You need to bring your A-game, take charge/listen to the person in charge, communicate, and know the mechanics of the game. I've seen some absolutely great solo teams without any top tier players who give us a really close game, and (unfortunately more often) I've seen some absolutely horrendous solo teams WITH top tier players who end up getting stomped.

#22 Sandersson Jankins

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Posted 05 April 2015 - 08:15 PM

View PostAresye, on 04 April 2015 - 08:13 AM, said:

"I'm having a tough time in CW. I know there are ways to make my life less painful, but those require work, and I want my CW experience to be fun and successful without having to do anything complicated."


This. It kinda sucks, because I want EVERYONE to improve, grow, and be able to enjoy CW "properly", or at least in a way that doesn't hamper their team. By this I mean, if someone genuinely has fun every CW match by picking 4 cicadas and bumrushing the enemy so he can go smoke a bowl or something...how about not. If someone has fun by taking LRM chassis and TRYING to learn, contribute, etc, that's fine.

But instead, people feel a strong sense of entitlement. Maybe if you've given large amounts of money, you have a bit of it deserved. But I'm hearing "change the game to suit me NOW or your game WILL FAIL" every single day. And if the changes they propose pass in the way they wish, I think it might detriment me. Now THATS a pickle.

I'm in a faction where there WILL be a field marshall 9/10 drops, PUG or not. That's awesome! But in the drops where I'm not willing to lead (rare, happens), and nobody else is besides maybe 1 angry guy in text-only....it goes badly each time. I can't imagine how little fun most people must have, just joining the game, trying to play CW as Davion or something. Getting **** on by NKVA and others, always as new players that are on the verge of quitting against vets.

Does it happen like that for other houses? Genuinely curious. I've always been FRR loyalist, so I have no practical experience on it.

Edited by Sandersson Jankins, 05 April 2015 - 08:17 PM.






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