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New Cw Match Selector Is Bad


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#41 Benjamin Davion

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Posted 21 April 2015 - 11:40 PM

Wow, seeing ACES and NKVA say they're taking a step out should get PGI's attention. Haven't played since the patch, but this sounds BAD. I personally like the idea of making ghost dropping not worth while, but this is not the way to go about it... sounds like this is making dropping CW at ALL not worthwhile.

#42 Benjamin Davion

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Posted 21 April 2015 - 11:44 PM

View PostTasker, on 21 April 2015 - 06:10 PM, said:




DAMMIT TASKER. MOVE FASTER, I wanted to see the stupid spawn beacons. :rolleyes:

#43 Adamski

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Posted 22 April 2015 - 01:06 AM

View PostShinVector, on 21 April 2015 - 10:20 PM, said:

Come down people... It is still BETA. :P
LOL..


Yes, BETA, so PGI needs to know what is wrong so they can fix it before they consider it finished and stop looking at it *cough*ECM*cough*.

I started this thread to see what the rest of the community thinks of this change, I'm not trying to be impartial because I think this new match selector is bad and PGI should feel bad.

Also, to the person complaining that Clans only have 2 good mechs, that is a ******* laugh. I'm not going to go into further detail because this isnt the thread for it, but feel free to start a thread about how Clan mechs are weak, and I will take great joy in tearing it apart.

#44 Stealth Fox

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Posted 22 April 2015 - 02:01 AM

View PostRushin Roulette, on 21 April 2015 - 11:35 PM, said:


Well lets count how many mechs those actually are.

Timberwolf Prime with a selection of any Pod
Timberwolf A with a selection of any Pod
Timberwolf B with a selection of any Pod
Timberwolf C with a selection of any Pod

Stormcrow Prime with a selection of any Pod
Stormcrow A with a selection of any Pod
Stormcrow B with a selection of any Pod
Stormcrow C with a selection of any Pod

Oh btw. Did you forget the Hellbringers with ECM where... yes you can choose any Pod you want and bring ECM on any config? How about the Missed Lynx which may be slow as heck but seems to be able to tank as much damage as any Medium/heavy mech?

What clanners cry about when 3 or 4 IS mechs are overpowered is... that one Overpowered mech on the clanner side means that those are 3 or 4 Variants which can all be set up to have the same overpowered setup whereas the IS mechs have all hardpoints fixed.


So ... two mechs.. thats it, its still Two fricken mechs, and I'm sorry The Hellbringer is alright, but just alright.

so ... yeah.. that's just two mechs.

#45 Romeo Deluxe

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Posted 22 April 2015 - 02:24 AM

View PostAdamski, on 21 April 2015 - 05:36 PM, said:

Was running a group and trying to capture a planet, got 2 ghost drops in a row, both of them were defending. Which means my team of 12 players spent 20+ minutes for zero planetary gains and horrible rewards.

If ghost drops are only accounting for 2% of drops, then ghost drops should guarantee gaining a planetary marker.

Wasn't this an acknowledged bug just a few weeks ago? Even getting mentioned on twitter.

#46 Lily from animove

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Posted 22 April 2015 - 02:29 AM

ghost drops should always be attacks if an attackable area is available. Probably just an oversight by designing the new way how the mode is chosen.

#47 Manei Domini Krigg

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Posted 22 April 2015 - 02:29 AM

Hahahaha!
You just need 24+ ppl online for cap planet now, its really works!
(c) tcaf

Edited by Krigg, 22 April 2015 - 02:30 AM.


#48 Karzer

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Posted 22 April 2015 - 02:48 AM

We agree with ACES and NKVA on this one. This is not the CW we enjoy.

Regards.

Edited by Liu Lao, 22 April 2015 - 02:52 AM.


#49 Adamski

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Posted 22 April 2015 - 03:07 AM

View PostSeph MacLeod, on 22 April 2015 - 02:01 AM, said:

So ... two mechs.. thats it, its still Two fricken mechs, and I'm sorry The Hellbringer is alright, but just alright.

so ... yeah.. that's just two mechs.


This isn't the thread for discussing Clan mech balance, feel free to start a separate thread if you feel that the Timberwolf and Stormcrow are the only worthwhile Clan mechs.

EDIT: Just to poke the bear, by that same logic, the IS only has 3 mechs, Thunderbolt, Stalker, Firestarter.

Edited by Adamski, 22 April 2015 - 03:09 AM.


#50 Suzumiya Haruhi no Kerensky

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Posted 22 April 2015 - 07:13 AM

View PostBenjamin Davion, on 21 April 2015 - 11:44 PM, said:


DAMMIT TASKER. MOVE FASTER, I wanted to see the stupid spawn beacons. :rolleyes:

imagine a utility pole with a christmas light on top

#51 Onionbird

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Posted 22 April 2015 - 07:16 AM

Word is all of MS could barely get a planet over 50% with the new rules. Funny as h*ll, it was the most horrible thing I could think of.

#52 Summon3r

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Posted 22 April 2015 - 07:19 AM

View PostilKhan Alec Baldwrensky, on 21 April 2015 - 05:46 PM, said:


hope in vain PGI loses the license. o7


this is the only real hope for "mechwarrior"

solid fix again pgi ggclose

#53 Suzumiya Haruhi no Kerensky

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Posted 22 April 2015 - 07:20 AM

lets rewind the blam cam and see where this patch went wrong

#54 Harvey Batchall Kerensky at Law

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Posted 22 April 2015 - 07:29 AM

View PostMechaNagato, on 22 April 2015 - 07:20 AM, said:

lets rewind the blam cam and see where this patch went wrong



"PGI acquires the rights to make a Mechwarrior Game"

#55 Jetfire

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Posted 22 April 2015 - 07:32 AM

Here is how you fix it. Ghost dropping nets you all the benefits of killing 48 mechs in a very short time. Now letting a planet idle and not defending is handing over cash to the enemy.

Even better, make the rewards for defending get a multiplier for each successful Attacker Ghost drop. Up the ante.

Edited by Jetfire, 22 April 2015 - 07:37 AM.


#56 Kenyon Burguess

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Posted 22 April 2015 - 07:32 AM

View PostSeph MacLeod, on 22 April 2015 - 02:01 AM, said:



So ... two mechs.. thats it, its still Two fricken mechs, and I'm sorry The Hellbringer is alright, but just alright.

so ... yeah.. that's just two mechs.
are there palm trees on your island?

#57 sycocys

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Posted 22 April 2015 - 07:34 AM

I have to say I wasn't a fan, after the 3rd worthless ghost drop I found something else to do.

The system 'might' work if CW had the numbers or some sort of different layout so that the matches were always populated, but currently this isn't working at all.

#58 Repasy Cooper

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Posted 22 April 2015 - 07:42 AM

Wow, I'm pretty confused by PGI's actions this time around. I know they were going to address the issue of attack queue bias (whichever side is able to fill their queue of 12 first forces the other team to go on the defensive), and I think they solved that. But I'm surprised that they created a "defense ghost drop" mode... If no team responds to an enemy queue within 10 minutes, I thought the intent was to THEN allow the matchmaker to force an attack ghost drop to conquer/reclaim territory. I don't see the point of a ghost drop in which no gains are made. I would prefer that they keep the current fixes, but modify ghost drops to ALWAYS be an attack.

#59 Dawnstealer

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Posted 22 April 2015 - 07:50 AM

Doesn't CryEngine come with some pretty decent AI built-in? I mean, how hard would it be to toss a couple Vehicles in there. Even gobs of hilarious infantry with "Man-Pack PPCs" would be awesome (they do a whopping 2 points of damage, if I recall correctly). Imagine plopping down on an "undefended" landing site and giggling as you stomped over AI tanks and splatted infantry under foot.

I mean.........come ON.

I'd rather shoot at this:

Posted Image

Than this:

Posted Image

#60 Tasker

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Posted 22 April 2015 - 08:04 AM

Problem: too many people playing CW

Solution: this patch





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