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Turret Drop Rewards Suck


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#1 Kin3ticX

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Posted 11 June 2015 - 09:31 AM

Playing from FRR solo with randos and getting like 30+50k cbills and 50 LP. It would take 20 turret drops to get 1000 LP. Lets have turret drops give another 50-100 LP (FOR STARTERS).

Not asking for turret drops but there is a shortage of clan players right now and I hate sitting in queue and getting turret drops that arnt worth waiting for, arnt worth loading, arnt worth ready'ing up for. We are doing our share of sitting in queue only to get 50 LP. I want to alt-f4 the game sometimes.

Edited by Kin3ticX, 11 June 2015 - 09:35 AM.


#2 Juodas Varnas

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Posted 11 June 2015 - 09:35 AM

Totally agree.
There's nothing worse than waiting 40-50 minutes just to get into a turret match and end up gaining <100 LP and <100k C-bills...

Edited by Juodas Varnas, 11 June 2015 - 09:35 AM.


#3 Monkey Lover

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Posted 11 June 2015 - 11:43 AM

They need to make it harder with some basic AI to fight. You know.l kind of like a game lol Then you get get real cbills for killing

Edited by Monkey Lover, 11 June 2015 - 11:43 AM.


#4 Ductus Hase

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Posted 11 June 2015 - 12:10 PM

Rewards for CW need to go up - even losing should be rewarded.
CW needs more population... make the CW-grind worth as much per hour as the public grind.


I suppose fighting basic AI could be fun... a couple times... I am afraid it´s going to be boring soon.

Proposal:
IF no enemy shows up let us fight a public match.
Some problems with the MM and need for a teambuilder but no need to hurry building an AI.

Might be a splitque:
CW-Premades join public group que.
CW-PUGs (only 4 Premades or less) join public PUG que.

In order for the teamcomp to be valid there has to be 3/3/3/3 - create a picking order to avoid infighting from the start.

That way at least there is a match - Ghostdrops take more time, there is no need to fastbuild an AI... and the Public Que gets involved as "Mercenaries", Militia...

#5 Revis Volek

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Posted 11 June 2015 - 12:13 PM

View PostDuctus Hase, on 11 June 2015 - 12:10 PM, said:

Rewards for CW need to go up - even losing should be rewarded.
CW needs more population... make the CW-grind worth as much per hour as the public grind.


I suppose fighting basic AI could be fun... a couple times... I am afraid it´s going to be boring soon.

Proposal:
IF no enemy shows up let us fight a public match.
Some problems with the MM and need for a teambuilder but no need to hurry building an AI.

Might be a splitque:
CW-Premades join public group que.
CW-PUGs (only 4 Premades or less) join public PUG que.

In order for the teamcomp to be valid there has to be 3/3/3/3 - create a picking order to avoid infighting from the start.

That way at least there is a match - Ghostdrops take more time, there is no need to fastbuild an AI... and the Public Que gets involved as "Mercenaries", Militia...




Splitting the queue is a death sentence for CW, so no.

You wanna split and you are complaining about not getting matches now? How bad do you think it will be if you split the 200 people there?

AI is a much better alternative to turrets...whats more boring turrets or AI tank, mechs, elementals Etc.?

Edited by DarthRevis, 11 June 2015 - 12:13 PM.


#6 Ductus Hase

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Posted 12 June 2015 - 03:53 AM

I don´t think we should split the CW que - never said that OR complained about waiting times.
I do think dropping against the public que instead of turrets would be more entertaining and rewarding.

That is why I suggest to drop against public que instead of turrets in case of a Ghostdrop.

Because it would be unfair to drop a CW-Premade against a public PUG that CW-Premade should drop against a Public Premade.

Because it would be unfair to drop as a CW-PUG against a Public Premade, a CW-PUG should drop against a Public PUG.

#7 HerHareHair

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Posted 12 June 2015 - 04:15 AM

> Because it would be unfair to drop a CW-Premade against a public PUG that CW-Premade should drop against a Public Premade.

We already drop CW-Premade against CW-PUG, no reason not to drop CW-Premade against Public-PUG. If anything, all game modes and queues should be combined into one match-maker that additionally takes into consideration group-size distribution.

#8 TWIAFU

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Posted 12 June 2015 - 06:08 AM

View PostHerHareHair, on 12 June 2015 - 04:15 AM, said:

> Because it would be unfair to drop a CW-Premade against a public PUG that CW-Premade should drop against a Public Premade.

We already drop CW-Premade against CW-PUG, no reason not to drop CW-Premade against Public-PUG. If anything, all game modes and queues should be combined into one match-maker that additionally takes into consideration group-size distribution.


Link PGI source.

#9 Hammer 13

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Posted 12 June 2015 - 06:12 AM

How about they just add non-stop dropships with no mechs. Leave everything else the same.

And the ability to take down a dropship. It should take like 2500 pts of damage, so you'd have to let it come and go several times(assuming the theoretical same ship comes to the same spot).

Simple quick fix. Maybe?

#10 Hammer 13

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Posted 12 June 2015 - 06:16 AM

and then it occurred to me, non-stop drop ships in all modes even with an opponent. So now you don't know if there's a mech falling out you just know you're taking damage or hiding.

#11 HerHareHair

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Posted 12 June 2015 - 06:43 AM

View PostTWIAFU, on 12 June 2015 - 06:08 AM, said:


Link PGI source.


http://mwomercs.com/...e-how-it-works/

Quote

Now full 12 mans and 12 man strike teams that the match maker puts together might have to still wait a little while and this is because the match maker only lets one battle kick off at a time on each planet.


If it wasn't, then 12-premade attacking, and 12-pugs defending would result in two turret drops. And isn't it the whole reason why soloist are crying about stomps and spawn camping?

#12 Smotty

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Posted 12 June 2015 - 10:43 AM

They should bring down a spheroid dropship like in some of the MW4 mission instead of the boring turrets. Give it a ton of HP, components, and enough weapons to destroy a wave or two. They could have locations for weapons, sensors and other components that have different effects when destroyed. (ie: destroy the sensor location and x happens, destroy a weapon location and the dropship loses those weapons, maybe an ECM component, you get my point) I'd also have certain components on the backside so you couldn't snipe everything down.

This would help make ghost drops more interesting at least.





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