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Thoughts On The New Cw


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#1 Night Thastus

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Posted 23 June 2015 - 08:02 AM

I decided to play some CW yesterday night, so I thought I'd share my thoughts.

1: I have a hate/love relationship with the "shields" protecting the generators now. They make it so the enemy can't just poke from across the map and get it down, but at the same time, the window is so damn small it can be a pain to hit, and PUGS generally don't get it, and hit the shielding instead. (Perhaps the shielding could have health and be destroyed, just much slower than destroying the gen itself?)

2: The protection from spawn camping seems to work fantastic. In all of the matches I did, the spawns were set up so spawn camping was impossible, but the lasers from the dropships didn't kill us unless we were actually INSIDE their spawn. Simply being near the generators and shooting them didn't risk our untimely deaths.

3: That being said, I am 100% OK with the new dropships, since I found them to be powerful, but couldn't be used for anything other than spawn protection since the enemy spawn point was covered by mountainous terrain.

4: Those new "mountains" that surround the spawn point for the defending team seem to do their job, and are far enough out that the enemy can't poke from them super effectively. However, they do discourage (along with the dropships) the defending team from pushing out, when, as they see it, they can sit back and poke with ERPPC's until the sun goes down. Again, not super effective, but certainly annoying on attack.

5: Attack/defense seems pretty balance. I managed to win all 4 games I played last night, 2 on attack and 2 on defense, if I remember correctly. Both teams were complete PUGS except once when defending with an organized group. The fights were fun and mostly even.

6: Generator/turret health seems fine. Turrets could stand to be a bit lower, as honestly, an exposed turret taking like 8 Gauss rounds + laser vomit is a bit insane.

7: Rewards are excellent. I was getting around 1300 damage, 20-ish assists and 10 kills per match, and that netted me about 1,000,000 c-bills with premium time and the win bonus. Very nice source of cash, but those were all on victories, so it's hard to say what a loss is like.

So yeah. Those are my thoughts for now. Got to say, CW has gone a long way. I enjoy it now, and I think I'll be playing quite a bit more.

Edited by Night Thastus, 23 June 2015 - 08:03 AM.


#2 Davegt27

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Posted 23 June 2015 - 10:00 AM

I can still hit the apex of the Gens from the right spot

We still spawn camp because toward the end the enemy is mostly dead anyway

New rules bring new tactics

The drop ships where getting head shots last week, they are now back to late Dec levels

The mountains behind Omega are a great sniper position; I expect drop decks to be changed to ERPPCs' and ERLLs'
Also LRMs will be back to suppress the snipers

You must rush at the beginning or on the second wave because the attackers must fight the other team of equal number
Plus the turrets plus the drop ships

If you are down by the end of the first wave attackers must rush (9 times out of 12)

CW is a Challenge that’s for sure and that’s why we play, its fun sometimes but mostly not

Edited by Davegt27, 24 June 2015 - 09:33 AM.


#3 Gerwig

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Posted 23 June 2015 - 10:12 AM

Played a couple last night and it was horrible, defenders just sniped and lrm'd from the drop zone on both. Hope it isn't the future.

#4 B L O O D W I T C H

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Posted 23 June 2015 - 10:35 AM

If they could make a shield which can withstand the firepower of 12 battle-'mechs, why not make the darn generator out of the same material? Who and what do i have to pay to chance my ferro-fibrous into whatever stuff that shield is made of?

i've got one big compained, tho. it's still able to hit mechs inside a dropship, that's a no no.
Also, that second of "f*ck sh*t can't move!" right after the drop is stupidly annoying.
Turrets are still able to fire through terrain, which makes poke and fire impossibru. seriously bleh.
Other than that, i'm happy about CW right now, dropships aren't as Imba as i assumed, they hurt but they should do so.

Edited by LOADED, 23 June 2015 - 10:36 AM.


#5 Alan Hicks

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Posted 23 June 2015 - 12:19 PM

Really glad of the new changes in CW. Attacking is harder now as it should be. Also, it has discouraged dishonorable attacking tactics like rushing the gens. Things implemented now make most games of CW to be played as they should be.

#6 Kira Onime

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Posted 23 June 2015 - 12:35 PM

The o-gen location change was stupid.

#7 Moldur

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Posted 23 June 2015 - 12:49 PM

Counter Attack in Boreal Vault has suffered the worst imo. Defenders can camp spawn and drop relentless arty on the 2 narrow paths. It's really hard to get the kill advantage on them as attackers if they know what they're doing.

#8 Leggin Ho

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Posted 23 June 2015 - 03:41 PM

View PostKiraOnime, on 23 June 2015 - 12:35 PM, said:

The o-gen location change was stupid.


I agree on some maps, it increases the amount of turrents so that the defenders just sit in the middle of them and camp, to me on a few of the maps some of the turrents need to be thinned out or no longer work if there are defending mechs within a small distance of them, say 15 meters. Otherwise most of the changes have been a good or at least different thing for CW.

Edited by Leggin Ho, 23 June 2015 - 03:41 PM.






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