Is It Me Or Is Cw Slower This Time?
#1
Posted 07 May 2015 - 08:30 AM
#2
Posted 07 May 2015 - 08:31 AM
#3
Posted 07 May 2015 - 08:34 AM
#4
Posted 07 May 2015 - 08:56 AM
#8
Posted 07 May 2015 - 01:29 PM
Mechwarrior Buddah, on 07 May 2015 - 01:04 PM, said:
When there are no pieces taken, all Attacks will be of the same mode until one piece is flipped.
Once a piece is flipped, Counter Attacks and Invasion Mode will be alternated.
So, there are "ghost drops" on defense/Counter Attacks where noone shows up... in which case you waste no more than 3 minutes removing useless beacons.
While Ghost Drops are made useless/annoying, it requires double the amount of time, and players to flip a planet.
The best defense is "not showing up" for the ghost drops.
Edited by Deathlike, 07 May 2015 - 01:30 PM.
#9
Posted 07 May 2015 - 01:50 PM
I guess IS lerned now that they need to actively play vs the clanners to prevent getting owned.
#10
Posted 07 May 2015 - 02:09 PM
Deathlike, on 07 May 2015 - 01:29 PM, said:
When there are no pieces taken, all Attacks will be of the same mode until one piece is flipped.
Once a piece is flipped, Counter Attacks and Invasion Mode will be alternated.
So, there are "ghost drops" on defense/Counter Attacks where noone shows up... in which case you waste no more than 3 minutes removing useless beacons.
While Ghost Drops are made useless/annoying, it requires double the amount of time, and players to flip a planet.
The best defense is "not showing up" for the ghost drops.
They made it worse for small factions while also making its worse for the large factions....Wow~!
Well done guys and gals. I didn't think it was possible but PGI has made CW much, much worse. Last night we defended a against NO ONE! sat in the ghost drop for almost 8 mins then a team came along. We beat em and still had to re queue to try and take the pip back. Was so dumb I couldn't stand it....I left and went to play another game.
Vandul, on 07 May 2015 - 08:56 AM, said:
I jsut takes twice as long now to cap a planet, they didnt change much. And they did this all in the name of keeping smaller factions at the same pace as big ones....PGI needs to re think some stuff because making it take TWICE AS LONG FOR EVERYONE does NOT help the small factions.
Its the same exact thing, you just play useless matches now so it takes longer to get anything done. I literally dont have enough time in my nights after work to take planets anymore.....i dont think anyone does. What took like 3 or 4 hours before now takes 6 or 8....awesome. Hard to get it in before the end of ceasefire each time lol.
Thanks PGI
PGI is really losing their grip on the MWO reality and what is FUN in a video game.
Edited by DarthRevis, 07 May 2015 - 02:10 PM.
#11
Posted 07 May 2015 - 02:25 PM
People who used to care about map dots dont anymore since all previous efforts counted for nothing, they now realize they are map dots not real planets and will only get wiped with a reset again. Map dot fighting enthusiasm lost.
Plus "Beta2" is the same as Beta with the usual CW problems which people were already sick of, there is nothing to entice people back to it.
#12
Posted 07 May 2015 - 02:46 PM
DarthRevis, on 07 May 2015 - 02:09 PM, said:
Well done guys and gals. I didn't think it was possible but PGI has made CW much, much worse. Last night we defended a against NO ONE! sat in the ghost drop for almost 8 mins then a team came along. We beat em and still had to re queue to try and take the pip back. Was so dumb I couldn't stand it....I left and went to play another game.
Well, I wrote about it around the time it debut (only thing I got wrong was the initial situation - how it would be handled).
It was live before Tukayyid, but now it's just being realized.
There's no reason to rotate between modes if noone is showing up on the other side... ghost drops to "keep your pieces" is a waste of time and doesn't make sense.
The old system was broken in the sense that it was "race to queue up fast"... but PGI's solution is to "force both modes" whether or not people show up. That's the error in the logic used.
I understand the old system was broken, but the current solution enhances the effectiveness of a ghost drop (on defense - you only need a smaller portion of people to show up on defense), which is why it made no sense to force things when people aren't showing up.
Edited by Deathlike, 07 May 2015 - 02:47 PM.
#13
Posted 07 May 2015 - 03:40 PM
Deathlike, on 07 May 2015 - 02:46 PM, said:
Well, I wrote about it around the time it debut (only thing I got wrong was the initial situation - how it would be handled).
It was live before Tukayyid, but now it's just being realized.
There's no reason to rotate between modes if noone is showing up on the other side... ghost drops to "keep your pieces" is a waste of time and doesn't make sense.
The old system was broken in the sense that it was "race to queue up fast"... but PGI's solution is to "force both modes" whether or not people show up. That's the error in the logic used.
I understand the old system was broken, but the current solution enhances the effectiveness of a ghost drop (on defense - you only need a smaller portion of people to show up on defense), which is why it made no sense to force things when people aren't showing up.
I remember reading your post and had not even TRIED CW until the other night when my unit was playing (other then the Tukayyid event which was not the normal algorithm anyway) and trying to work on some new stuff.
I agree the queue race from before was pretty lame as well....but this is just plain asinine.
#14
Posted 07 May 2015 - 04:29 PM
DarthRevis, on 07 May 2015 - 03:40 PM, said:
Admittedly, it was a short window (like 3 days before Tukkayid), so not everyone got to see it in action.
Quote
Yea, the fix for the problem doesn't make sense.
At this point, I'm kinda hoping the # of pieces is reduced a little further (from 13 to 11), but the solution require PGI to rework the concept where if opponents don't show up for the drop, the match should be switched to the appropriate type to claim or reclaim pieces (don't decide the piece of territory in advance until it is time to drop, which is also a flaw because the group that queues first usually knows what map they are dropping on).
#15
Posted 07 May 2015 - 05:32 PM
Edited by Apnu, 07 May 2015 - 05:33 PM.
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