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If All The Pugs Leave Cw, Who's Going To Defend?


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#41 Rahul Roy

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Posted 03 August 2015 - 08:17 AM

They really shouldn't allow 12 solos to launch. It would resolve a few of the problems solos are having.

When there's even a single 2-man LFG group it makes a big difference in quality of play. If only because even the 2-man LFG group is not 2 completely new-to-CW lost causes. If anyone at all is going to step up and use comms, try to lead, etc it's going to be someone from the LFG.

12 complete newbies to CW which is what happens over and over again is not helping anyone at all.

#42 Khereg

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Posted 03 August 2015 - 08:24 AM

View PostCrockdaddy, on 03 August 2015 - 08:16 AM, said:


I'd love to do this regularly with the organized units out there.


I'm up for it (-MS-). I can talk to Tony and see what we can organize. We have a number of new folks who need to see some better competition out there, and it's just more fun to boot. Look for me online tonight and let's see if we can set something up. It's not like we don't mostly know each other and know each other's teamspeaks...

#43 SolarCleric

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Posted 03 August 2015 - 01:00 PM

I don't think we need to worry about PUGS ever going away from defending the planet. PUGS are by definition mindless mobs that don't know any better. I can say this because I always play solo and when i grab that low hanging fruit in CW for mech bays or whatnot...I fully expect to get pwn'd, I just hope for a quick pounding rather than a slow one.

#44 Gorgo7

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Posted 03 August 2015 - 01:36 PM

To answer the question:
The organised groups will defend them.

#45 Mystere

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Posted 04 August 2015 - 08:37 AM

View PostTitannium, on 03 August 2015 - 12:12 AM, said:

all pugs already left cw. nobody cares about 30 mins waiting time.


Enough of your absolutes, please.

This particular solo player drops when able to, and that's while leveling Mechs too. :P

#46 Mystere

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Posted 04 August 2015 - 08:47 AM

View PostThe Basilisk, on 03 August 2015 - 01:20 AM, said:

"When does PGI finaly ban PUGs from CW ?"


Why do you want to take away this solo player's fun?

#47 Tyler Valentine

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Posted 04 August 2015 - 12:42 PM

View PostCrockdaddy, on 02 August 2015 - 12:34 PM, said:

I enjoy the pug defend dropping. Usually I can have my best games (best scores not winning) during a pug defend. I just wish it was easier to get matches more quickly in general. I wish more units would participate. I wish PGI would give meaning to the dots on the map. I wish I would Hate Davions, Steiners, Clanners.

Grouping up will always lead to a better experience for the most part.


Yeah I pug drop into defense all the time, fully understanding the consequences. There are plenty of us who recognize the opportunity for LP and C-Bills when you are one of two or three good players on a team, and the rare victory against a pre-made is easily the BEST feeling in the game.

#48 meteorol

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Posted 05 August 2015 - 12:23 AM

Turrets.

View PostRahul Roy, on 03 August 2015 - 08:17 AM, said:

They really shouldn't allow 12 solos to launch. It would resolve a few of the problems solos are having.


And it would instantly kill CW matchmaking. Like... 8 of 10 CW matches i play are 12 solos against X.
If you don't allow 12 solos to launch, CW waiting times would skyrocket to infinite. CW needs a large playerpool to work, and from everything russ has said, it seems like solos and small groups make up for the vast majority of this games playerbase.

Edited by meteorol, 05 August 2015 - 12:27 AM.


#49 Clownwarlord

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Posted 05 August 2015 - 02:45 AM

No one because groups understand best way to get planet tags is to attack (it is the only way actually). So there shouldn't be any defending which would make for an interesting map in the end.

#50 slide

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Posted 05 August 2015 - 04:19 AM

View Postclownwarlord, on 05 August 2015 - 02:45 AM, said:

No one because groups understand best way to get planet tags is to attack (it is the only way actually). So there shouldn't be any defending which would make for an interesting map in the end.


Not True a unit can tag a planet with 1 successful defense (with about 6 members), as long as the planet doesn't fall to the attacking team.

Edited by slide, 05 August 2015 - 04:31 AM.


#51 Rahul Roy

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Posted 05 August 2015 - 07:39 AM

View Postslide, on 05 August 2015 - 04:19 AM, said:


Not True a unit can tag a planet with 1 successful defense (with about 6 members), as long as the planet doesn't fall to the attacking team.


Successful defense of the planet is virtually impossible though if solo PUGs (from multiple factions) are going to the planet to defend and coming up against groups. Which happens all too often since that is the most common way for matches to occur.

Edited by Rahul Roy, 05 August 2015 - 09:08 AM.


#52 CainenEX

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Posted 05 August 2015 - 08:58 AM

View PostTWIAFU, on 03 August 2015 - 02:28 AM, said:


Would help pugs if they could read, pay attention, join a group, use LFG, use VOIP, use Faction Chat, use TS, use forums.

But no, PUGs are ALWAYS waiting 30mins to get rolfstomped by a 12man Unit that ends up taunting them.

This is why PUGS in CW are ignored.

Thats not going to help CW population issues :\
If it were a collective effort vs a 12 vs 12 decisive battle I think it would help the game more. Take a look at planetside 2 and the battlefield series, heck even eve online.

Anyways CW is still in BETA and PGI hasn't finished developing yet. I'm sure they will continue to work on it so that it will be acceessible to everyone. Otherwise I guess it can remain the big boy's sandbox and people will go have fun elsewhere.

#53 slide

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Posted 05 August 2015 - 09:28 PM

View PostRahul Roy, on 05 August 2015 - 07:39 AM, said:


Successful defense of the planet is virtually impossible though if solo PUGs (from multiple factions) are going to the planet to defend and coming up against groups. Which happens all too often since that is the most common way for matches to occur.


Agreed that is the most common scenario. But that doesn't mean it is impossible.

The way the rules are set up it is actually possible (unlikely, but possible) for 1 person to tag a planet for their faction.

Example: Clan Wolf attacks a Davion Planet. I am playing solo and decide to defend said planet. TCAF is trolling around for a game and decides to defend with 11 players. Wolf gets stomped and decides TCAF are too much trouble and goes elsewhere. TCAF are ineligible to tag a Davion planet as the are a Liao unit there fore the only vote that counts is mine and the planet defaults to ARMD (my unit). In fact even if every other game played on that planet is a loss for the IS teams as long as Wolf Doesn't get over 50% at cease fire, ARMD would still get the only eligible vote and the planet.

I am actually surprised people aren't taking advantage of this to tag more planets, it is not hard to set up friendlies with other units to tag planets. This is perhaps why PGI haven't put planetary rewards in yet because it would be too easy to exploit, particularly with units that play both clan and IS teams.

#54 LORD ORION

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Posted 07 August 2015 - 06:12 AM

When capturing a planet means something.. .12 mans defend.

eg: Last CW event gave prizes for most planets tagged by unit... those units defended their planets.





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