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Community Warfare Is Losing Its Appeal


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#41 Amsro

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Posted 09 September 2015 - 09:10 PM

View PostBastardinc, on 03 September 2015 - 07:37 AM, said:

Well what do you expect when PGI focuses everything on pathetic IS crap, hell even this new "Concept Comstar Intercept" was ran for both IS faction right from the start..... Good to see PGI focus on the **** side of the game.


This has nothing to do with how CW is failing. In fact if you read into why PGI would do this you might find it is because IS CW numbers must be lower then Clan CW population.

#42 Kin3ticX

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Posted 09 September 2015 - 10:37 PM

Just need more small elite dedicated Kcom like units or larger Merstar like conglomerates to form. Lots of unorganized solos and mini units with not enough influence.

#43 Javin

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Posted 09 September 2015 - 10:50 PM

I see both IS and Clan complain that PGI favors the other side.

CW is failing because there no reason to play CW.

Factions needed meaning. Losing a planet should have an effect on a faction. Some suggestions:
Give everyone in a faction a small c-bill daily bonus times the number of planets the faction owns.
Give each faction a flavor, say a small percentage bonus on a type of weapon, sensor, or mech.
Reduce the prices of certain mechs that are favored by that faction.

Bring back the news banner that can make quick stories of the wins/losses of each faction.

Make the games interesting again. There are a number of excellent suggestions on improving CW matches.

We like the game PGI, it just needs improvement.

#44 Vellron2005

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Posted 09 September 2015 - 11:27 PM

View PostCommander A9, on 02 September 2015 - 09:48 PM, said:

In observing how Community Warfare has evolved over time, and analyzing it from a Sun Tsu perspective, I have to say that I'm slowly finding Community Warfare getting more and more boring over time.

And this is coming from a mechwarrior as part of one of the more active units in Community Warfare.

Firstly, I utilize this video of Sun Tsu's "Art of War" as broadcasted by the History Channel:

With this in mind, I have seen Community Warfare becoming more focused on long drawn-out attrition-based games over similar map designs. This does not allow for much tactical flexibility beyond controlling how many attack what gates and when; the principle concept is the same each time: breach through the gate-that's it. There's nothing forcing the defender to leave his position, nor is there anything available to put him at risk until the gates are brought down.

Each map appears to be too similar to each other (marches up narrow passes with no option for maneuverability, even jumping) and is designed for attrition-play while encompassing a suicidal direct assault on a well-defended high-ground position. There are no open maps (beyond Grim Portico, but only AFTER penetrating the base gates) that allow a player to organize coordinated attacks that utilize maneuver warfare. The only option is a direct murderball assault right up the middle, only to either dig in at a specific grid and "trade," or breach the base and mix it up for a brawl until both sides are dead.

Sun Tsu would be appalled at such a waste of numbers and these uphill assaults-and so am I. Unfortunately, given the changes to generators, their positions, spawn point locations, and the general designs of maps that favor defensive-play, these are our only options.

If we hope to have Community Warfare become more appealing, perhaps it is time for more maps that are designed outside of base and defense play and to offer more objective-style play that favors more available tactical options and objectives to seize rather than the same old "hey diddle diddle right-up-the-middle" play that we are currently seeing.


The maps themselves are NOT the problem, altho I agree with everything you have stated..

The problem is lack of planetary value. Taking a planet means exactly zip, nada, nothing at all.. If it meant anything, then we could talk about realistic objectives such as seasing a city, taking out a mech factory, or protecting VIP convoys...

But all that can be easily added if you have a good reason to take and hold a planet..

#45 Scoops Kerensky

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Posted 10 September 2015 - 03:53 AM

View PostCommander A9, on 02 September 2015 - 09:48 PM, said:

In observing how Community Warfare has evolved over time, and analyzing it from a Sun Tsu perspective, I have to say that I'm slowly finding Community Warfare getting more and more boring over time.

And this is coming from a mechwarrior as part of one of the more active units in Community Warfare.

Firstly, I utilize this video of Sun Tsu's "Art of War" as broadcasted by the History Channel:

With this in mind, I have seen Community Warfare becoming more focused on long drawn-out attrition-based games over similar map designs. This does not allow for much tactical flexibility beyond controlling how many attack what gates and when; the principle concept is the same each time: breach through the gate-that's it. There's nothing forcing the defender to leave his position, nor is there anything available to put him at risk until the gates are brought down.

Each map appears to be too similar to each other (marches up narrow passes with no option for maneuverability, even jumping) and is designed for attrition-play while encompassing a suicidal direct assault on a well-defended high-ground position. There are no open maps (beyond Grim Portico, but only AFTER penetrating the base gates) that allow a player to organize coordinated attacks that utilize maneuver warfare. The only option is a direct murderball assault right up the middle, only to either dig in at a specific grid and "trade," or breach the base and mix it up for a brawl until both sides are dead.

Sun Tsu would be appalled at such a waste of numbers and these uphill assaults-and so am I. Unfortunately, given the changes to generators, their positions, spawn point locations, and the general designs of maps that favor defensive-play, these are our only options.

If we hope to have Community Warfare become more appealing, perhaps it is time for more maps that are designed outside of base and defense play and to offer more objective-style play that favors more available tactical options and objectives to seize rather than the same old "hey diddle diddle right-up-the-middle" play that we are currently seeing.


That's pretty insightful man. But I think Sun Tzu wasn't nearly as clever as sinophilic historians would like you to believe nor a great example to make your point with. His tactics are basic and easily outplayed by even petty balkan tyrants.

(source: my dad's tv)


Edited by Scoops Kerensky, 10 September 2015 - 03:54 AM.


#46 VATER

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Posted 10 September 2015 - 04:09 AM

NBT, all what CW could have been....and they had it figured 10 years ago.

'Nuff said.

#47 Onionbird

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Posted 10 September 2015 - 04:41 AM

Me Sun Tzu, me play joke...

#48 Haakon Magnusson

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Posted 10 September 2015 - 04:48 AM

View PostScoops Kerensky, on 10 September 2015 - 03:53 AM, said:

(source: my dad's tv)


Oh lord... the deadliest warrior, running hundreds of scenarios (on excel sheet?:) to decide who is more lethal by our guesstimated numbers .
Holy **** what utter shait that program was. D
I do hope you were being sarcastic, in everything.

#49 Mustafa Kemal Ataturk

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Posted 10 September 2015 - 01:32 PM

View PostHaakon Magnusson, on 10 September 2015 - 04:48 AM, said:


Oh lord... the deadliest warrior, running hundreds of scenarios (on excel sheet? :) to decide who is more lethal by our guesstimated numbers .
Holy **** what utter shait that program was. D
I do hope you were being sarcastic, in everything.


It's pretty obvious that Sun Tzu was a joke if he couldn't even beat Vlad.

#50 Spleenslitta

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Posted 10 September 2015 - 01:35 PM

CW was ruined for me the moment i had played all the maps. All those bottlenecks and unclimbable cliffwalls just made me abandon CW.

#51 Mustafa Kemal Ataturk

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Posted 10 September 2015 - 01:36 PM

Hey all, Vlad III Dracul here. Gonna conquer Wallachia (Nobody even knows where Wallachia is any more; Not a coincidence, considering how poorly Vlad ruled before he was crushed by Turcarum Imperator.)





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