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Immediate Bandaids For Cw


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#41 Bashfulsalamander

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Posted 23 September 2015 - 05:33 PM

View PostFlaming oblivion, on 23 September 2015 - 05:30 PM, said:

I dont need to tell you, I'll just watch cw continue on its current course. Because when i said this would happen months ago , People like you told me the same things and CW would be thriving now . I'm laughing now. I will laugh harder in a few more months.

Its not going to continue its current course.. its going to add content such as game modes, maps, rewards, and faction roles. so no you do not need to tell me because i do not need a blind man telling me the future.

Posted Image

Edited by Bashfulsalamander, 23 September 2015 - 05:34 PM.


#42 Chagatay

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Posted 23 September 2015 - 07:42 PM

More bribing at least for the near future. Wish it would pop more as I would rather level mechs in CW than solo queue. It is great piling 4 matches worth of experience into one or two mechs getting the double bonus daily and having all this giveaway premium time. Shame really....solo queue it is!!!

#43 Surn

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Posted 25 September 2015 - 02:08 PM

Add 30s to the cw timer after the match is created. This will immediately make defenders better .by allowing time to reset the entire dropdeck. I know they poopoOed this in the last town hall, but they are ignorant on this issue

#44 masCh

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Posted 28 September 2015 - 06:17 AM

View PostVxheous Kerensky, on 22 September 2015 - 11:21 AM, said:


How about just letting the game win for you and award C-Bills for no effort? The current Dropships are already the MVP of CW, and encourage teams to turtle under dropzones when they have a lead, Spawn camping pretty much only happens with the last 4-5 mechs remaining on the field, when the score is already 40+ for the winning side.


If you read what I said, the dropships will always be there but they will not shoot if there are more than a certain number of you already there. So noone will be able to turtle.

If you have 10 mechs at the dropzone, the dropships won't shoot.

If there are 4 of you at the spawn point and only two spawncampers arrive, the dropships won't shoot.

If there are 4 of you at the spawn point and only four spawncampers arrive, the dropships won't shoot.

If there are 4 of you at the spawn point and 7 spawncampers arrive, the dropships will activate.

IF there is only 1 of you at the spawn point, and 3 spawn campers arrive, the dropships will activate.

IF there is only 1 of you at the spawn point, and only 1 spawn camper arrives, the dropships will not activate.

THis generates better match ups. When the odds are heavily against you then the dropships activate.

I do not appreciate what you implied, about letting the game win for me and reward for no effort. You can either apologize, or you can get off this thread?

#45 masCh

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Posted 28 September 2015 - 06:25 AM

View PostHavyek, on 23 September 2015 - 11:47 AM, said:

Spawn camping being a problem is total BS.

If you've been driven back that far, the only thing spawn camping does is prevent the match from taking as long as possible.

People shouldn't be able to hide in their spawn points and drag the match out.




If you had carefully read what I wrote, I specifically mentioned that WE ALL KNOW that the game is over when one side is getting spawn camped. HOWEVER, it does not have to go that way. With a dropship that activates based on the number of attacker/defender at the spawn point, the last survivors could have a fair match up of 3v3, 4v4, 2v2, instead of the 2v12, 4v12.

They will lose eventually, the survivors could win a 3v3 but their mechs will be torn and when they face the next 2 or 3 they will probably die. But they wouldn't be disappointed with this kind of loss. It's the 2v12 loss that aggreviates most people, not the 2v3 or 2v2 losses.

#46 masCh

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Posted 28 September 2015 - 06:40 AM

THe 10 min wait time is indeed a factor. This is the primary reason we're running around with 12-man and a half and woudl rather play the PlayNow queue instead of CW, because every time we suggest CW to the group, most of the people would protest "we rather not waste 10 mins waiting". And all those times we have queued anyway, the defenders only start filling the slots after the 9 min mark because that's when they get the red popup.

Faction chat has nowhere the influence of the popups. More importantly, Faction chat DISAPPEARS when you switch to Mechlab or the Store and all chat logs disappear and all ongoing Faction chats are not recorded on your client, Faction chat only appears to ONLY those who are watching the Faction Tab. There is no way to reach those who are browsing the store or playing around the Mechlab or looking through pilot skill trees to join a CW match other than through the Blue/Red Popups. (We're not talking about faction mates you have on your friends list, we're talking about the rest of the faction).

Some of you may not appreciate this if you play for the Clans because there's always InnerSphere defenders attempting to mount a defence when you initiate, there's always more IS players than Clans in the queue on any given contested planet especially because they are made up of mixed Houses.

But to mount an attack as an InnerSphere House, that 10 min wait is a killer. The 10 min is also a best case scenario, because that doesn't take into account of the time it takes to find a couple of players to fill in the queue to get a 12 that you need to initiate a countdown timer on the defenders in the first place - and that goes up to 15-20 mins just to get your initiating group of 12.

#47 Javin

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Posted 28 September 2015 - 06:52 AM

The 10 minute wait has helped make CW less enjoyable.

#48 Havyek

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Posted 28 September 2015 - 08:39 AM

View PostmasCh, on 28 September 2015 - 06:25 AM, said:

If you had carefully read what I wrote, I specifically mentioned that WE ALL KNOW that the game is over when one side is getting spawn camped. HOWEVER, it does not have to go that way. With a dropship that activates based on the number of attacker/defender at the spawn point, the last survivors could have a fair match up of 3v3, 4v4, 2v2, instead of the 2v12, 4v12.

They will lose eventually, the survivors could win a 3v3 but their mechs will be torn and when they face the next 2 or 3 they will probably die. But they wouldn't be disappointed with this kind of loss. It's the 2v12 loss that aggreviates most people, not the 2v3 or 2v2 losses.

So what you're saying is that the match should be fair for the last 2 or 3 mechs that haven't been stomped yet?

. . . . . .

#49 masCh

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Posted 28 September 2015 - 09:04 AM

View PostHavyek, on 28 September 2015 - 08:39 AM, said:

So what you're saying is that the match should be fair for the last 2 or 3 mechs that haven't been stomped yet?

. . . . . .


The match is over. It can no longer be "fair". It is going to be 2v12 anyway.

But losing doesn't mean it has to be un-fun. It can end better for the last surviving mechs. Let them have 1v1's (12 times if the surivor is that good) at the end of the match. Both sides will end happy. 1v12's are never good ways to end no matter which side you're on. It can remove that bitter taste in the mouth on the losing team and it can remove the empty win feelings we get when we stomp the opponent.

#50 Havyek

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Posted 29 September 2015 - 08:00 PM

View PostmasCh, on 28 September 2015 - 09:04 AM, said:


The match is over. It can no longer be "fair". It is going to be 2v12 anyway.

But losing doesn't mean it has to be un-fun. It can end better for the last surviving mechs. Let them have 1v1's (12 times if the surivor is that good) at the end of the match. Both sides will end happy. 1v12's are never good ways to end no matter which side you're on. It can remove that bitter taste in the mouth on the losing team and it can remove the empty win feelings we get when we stomp the opponent.

Please explain to me how the other 22 players stuck in the match will be happy by either getting destroyed by dropships simply for being too close during a spawn, or sitting back and waiting for 2 people to finish their 1v1 so that it's their turn to play.

People should be penalized for hiding in the spawn and drawing out a match, not rewarded for being the last man standing on a losing side.

Get the match over with and let the 24 people find another drop.

Edited by Havyek, 29 September 2015 - 08:01 PM.


#51 Vxheous

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Posted 29 September 2015 - 08:33 PM

Me thinks masCh is one of those players that drops a Raven ERLL "sniper" and sits on the defensive ridge area of spawn on Boreal all game long

Edited by Vxheous Kerensky, 29 September 2015 - 08:33 PM.


#52 Champion of Khorne Lord of Blood

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Posted 29 September 2015 - 09:24 PM

To be honest, CW would be pretty great if pugs and groups were separate, or at least had some planets that were pug only and some that were group only and some mixed. That way you could have casual players learn how to actually play the mode, find out some things they need, then maybe later move onto a group and try to play like that. The groups could have their skilled opponents they always wanted, I mean there are definitely enough groups to have group vs group with all those ones floating around currently just to wipe up some poor pugs in trial mechs. For those who like it how it is there is the middle ground in which it can be any combination.

You get people to join groups by getting them to like the mode enough to want to be in one, not by stomping them so hard they would just rather not play at all.

#53 masCh

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Posted 01 October 2015 - 04:54 AM

View PostHavyek, on 29 September 2015 - 08:00 PM, said:

People should be penalized for hiding in the spawn and drawing out a match, not rewarded for being the last man standing on a losing side.


Nobody, in my entire CW career, has been witnessed to hide in the spawn behind dropships unless they are severely outnumbered. Every single Mechwarrior on every single CW match has fought outside the spawn when the odds are even as well as when the odds are slightly against them. I do not know why you make unfounded accusations to your fellow players, and I do not know where you draw such imaginations from.

Don't believe me? Next time you steamroll an opponent, call out the last defenders for a 1v1 or even a 1v2 (one of them and 2 of you) and they'd certainly comply. You'll find your observation to be similar to what we've experienced.

View PostVxheous Kerensky, on 29 September 2015 - 08:33 PM, said:

Me thinks masCh is one of those players that drops a Raven ERLL "sniper" and sits on the defensive ridge area of spawn on Boreal all game long


Getting personal are we? Sorry I do not run light mechs in CW. Would you like to accuse me of something else?

Do you think that I am defending the "hide at the spawn point" idea? On this thread I am the only person who argues that Dropships SHOULDN'T shoot when the number of mechs at the spawn are about equal on both sides so that people can't use spawn points to create an unnecessary advantage.

#54 War Steiner

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Posted 01 October 2015 - 06:06 AM

masCH, good topic.

First of all, I care nothing for public matches. I would close public matches except during cease fire. Force everyone into CW.

I agree with shortening the wait time and allowing DEFENDERS to drop with uneven numbers. Attackers should always be at 12.

"Its the economy, stupid!" There needs to be some ECONOMY; some reason to take planets.

Spawn camping isn't a problem. If you are getting camped, you need to improve your team or team management (changing to a non-camped spawn). It would be nice if the dropship pilots made those decisions...

Also everyone, merc or loyalist, should belong to a House or Clan. There should be no "lone wolves' - people without a country. You can change house or clan, but you still belong to someone.

Going back to my first comment though, you could make public matches always defending on the house or clan border. Then, in line with my last comment, when you drop in a public match, you are always dropping with members of your own house or clan.

This is supposed to be about a war for the inner sphere. It isn't supposed to be Solaris style gladiator team combat. If it was, they would have called it MWO:Solaris.

#55 Hotthedd

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Posted 01 October 2015 - 06:18 AM

sycosis is right.

4 mechs, 4 successive battles determined by the outcome of each previous battle.
You could even use the alreadt available maps/modes frthe 1st battle.

1. Assault/Conquest/Skirmish

2. Winner defends base/Loser attacks base

3. Counterattack if necessary (if base successflly defended skip to 4)

4. Losing team retreat to dust-off/ Winning team tries to prevent escape.

No in-match respawns, therefore no spawn camping.

Edited by Hotthedd, 01 October 2015 - 06:24 AM.


#56 Bashfulsalamander

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Posted 01 October 2015 - 11:28 AM

View PostmasCh, on 28 September 2015 - 06:17 AM, said:

If you read what I said, the dropships will always be there but they will not shoot if there are more than a certain number of you already there. So noone will be able to turtle.

If you have 10 mechs at the dropzone, the dropships won't shoot.

If there are 4 of you at the spawn point and only two spawncampers arrive, the dropships won't shoot.

If there are 4 of you at the spawn point and only four spawncampers arrive, the dropships won't shoot.

If there are 4 of you at the spawn point and 7 spawncampers arrive, the dropships will activate.

IF there is only 1 of you at the spawn point, and 3 spawn campers arrive, the dropships will activate.

IF there is only 1 of you at the spawn point, and only 1 spawn camper arrives, the dropships will not activate.

THis generates better match ups. When the odds are heavily against you then the dropships activate.

I do not appreciate what you implied, about letting the game win for me and reward for no effort. You can either apologize, or you can get off this thread?


Way to many variables to be programmed. Also everyone reads what you say, but your points are unrealistic and biased.
1st of all if an enemy team gets to the point where camping you is already possible.. then they already won because they are going to kill more of you then you will kill of them.. why? because they have established control of the area. And what is to stop someone from not dropping? if there a 4 alive on both sides and only 3 drop then the drop ship will kill all 4 while the 3 that dropped stay alive. now that would not be fair would it? no it would be smart... just like establishing control of your enemies movements. Lastly if you move as a team.. a full 12 pugs or 12 man.. then you should all drop before the Campers get there. giving the opportunity for a counter attack on damaged mechs. It really just turns into a competition of who is the better team.

View PostmasCh, on 28 September 2015 - 06:40 AM, said:

THe 10 min wait time is indeed a factor. This is the primary reason we're running around with 12-man and a half and woudl rather play the PlayNow queue instead of CW, because every time we suggest CW to the group, most of the people would protest "we rather not waste 10 mins waiting". And all those times we have queued anyway, the defenders only start filling the slots after the 9 min mark because that's when they get the red popup.

Faction chat has nowhere the influence of the popups. More importantly, Faction chat DISAPPEARS when you switch to Mechlab or the Store and all chat logs disappear and all ongoing Faction chats are not recorded on your client, Faction chat only appears to ONLY those who are watching the Faction Tab. There is no way to reach those who are browsing the store or playing around the Mechlab or looking through pilot skill trees to join a CW match other than through the Blue/Red Popups. (We're not talking about faction mates you have on your friends list, we're talking about the rest of the faction).

Some of you may not appreciate this if you play for the Clans because there's always InnerSphere defenders attempting to mount a defence when you initiate, there's always more IS players than Clans in the queue on any given contested planet especially because they are made up of mixed Houses.

But to mount an attack as an InnerSphere House, that 10 min wait is a killer. The 10 min is also a best case scenario, because that doesn't take into account of the time it takes to find a couple of players to fill in the queue to get a 12 that you need to initiate a countdown timer on the defenders in the first place - and that goes up to 15-20 mins just to get your initiating group of 12.


If your in the store or mechlab your probably not doing CW then huh? no... your building mechs or buying something.
Alot of people do not like the 10 min wait time, but it is there for a good purpose for it. if you cant understand that then you are clearly ignorant. BTW i think i mentioned why its there, but if you need a detailed explanation then ill type it out for you.
If your mounting an attack as a pug... oh my god.... this just in.. you need 12 people and the enemy needs 12 people.. and this is for both clans and IS?... yeah its the same both ways brah its just IS would rather defend because its easier to get matches. ( and win them to) OH and there are always more defenders because as you said.. mixed factions, but only one faction of clan can attack a planet, so why dont people drop against you? because they do, but it takes you forever to form a 12 man.. because your pugging.. then it takes time for other pugs to assemble against you.. or a 12 man drops and reks your face.. then you return here and whine about drop ships being under powered and how it should be easier to ghost drop....

View PostDakota1000, on 29 September 2015 - 09:24 PM, said:

To be honest, CW would be pretty great if pugs and groups were separate, or at least had some planets that were pug only and some that were group only and some mixed. That way you could have casual players learn how to actually play the mode, find out some things they need, then maybe later move onto a group and try to play like that. The groups could have their skilled opponents they always wanted, I mean there are definitely enough groups to have group vs group with all those ones floating around currently just to wipe up some poor pugs in trial mechs. For those who like it how it is there is the middle ground in which it can be any combination.

You get people to join groups by getting them to like the mode enough to want to be in one, not by stomping them so hard they would just rather not play at all.


You get people to join groups by using TS and joining a Unit with fun and interesting people. We all understand what it is to be new, but that is not an excuse and should not be a handicap. Nor should it penalize actual units in CW by cutting the population down and dividing it. My unit dropped in the very dead Smoke jag CW and played against some complete pugs.. they did not whine once and for that i thank them.. hopefully they will join a unit and enjoy better matches in the future.

View PostmasCh, on 01 October 2015 - 04:54 AM, said:

Nobody, in my entire CW career, has been witnessed to hide in the spawn behind dropships unless they are severely outnumbered. Every single Mechwarrior on every single CW match has fought outside the spawn when the odds are even as well as when the odds are slightly against them. I do not know why you make unfounded accusations to your fellow players, and I do not know where you draw such imaginations from.

Don't believe me? Next time you steamroll an opponent, call out the last defenders for a 1v1 or even a 1v2 (one of them and 2 of you) and they'd certainly comply. You'll find your observation to be similar to what we've experienced.



Getting personal are we? Sorry I do not run light mechs in CW. Would you like to accuse me of something else?

Do you think that I am defending the "hide at the spawn point" idea? On this thread I am the only person who argues that Dropships SHOULDN'T shoot when the number of mechs at the spawn are about equal on both sides so that people can't use spawn points to create an unnecessary advantage.


Nobody has ever hid in the Drop zone? (in your carrier... LOL) then how do you know of drop zone farming/ camping? it happens on Vitric forge alot btw because it requires JJ's so the pug just stays up there and trolls for 12 min's. "unless they are severely outnumbered." btw yeah thats a very valid reason the delay the matches end time..... Lastly if "the last guy left standing" wants a duel most people would not mind doing it unless they just do not care... but that is no reason to stand in the drop zone.. go die and drop again... try harder...

Edited by Bashfulsalamander, 01 October 2015 - 11:31 AM.


#57 Bashfulsalamander

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Posted 01 October 2015 - 11:44 AM

View PostWar Steiner, on 01 October 2015 - 06:06 AM, said:

masCH, good topic.

First of all, I care nothing for public matches. I would close public matches except during cease fire. Force everyone into CW.

I agree with shortening the wait time and allowing DEFENDERS to drop with uneven numbers. Attackers should always be at 12.

"Its the economy, stupid!" There needs to be some ECONOMY; some reason to take planets.

Spawn camping isn't a problem. If you are getting camped, you need to improve your team or team management (changing to a non-camped spawn). It would be nice if the dropship pilots made those decisions...

Also everyone, merc or loyalist, should belong to a House or Clan. There should be no "lone wolves' - people without a country. You can change house or clan, but you still belong to someone.

Going back to my first comment though, you could make public matches always defending on the house or clan border. Then, in line with my last comment, when you drop in a public match, you are always dropping with members of your own house or clan.

This is supposed to be about a war for the inner sphere. It isn't supposed to be Solaris style gladiator team combat. If it was, they would have called it MWO:Solaris.


Yeah this game could use and economy, maybe with faction rewards due to planet taken by X faction.. im sure that would also make pugs happy if it where not just unit based.

"Spawn camping isn't a problem. If you are getting camped, you need to improve your team or team management (changing to a non-camped spawn). It would be nice if the dropship pilots made those decisions... "

i agree but multiple drop locations would be to much programming. and would require larger maps. This can be done if you are the commander through the battlegrid though... just drag the dead to a different lance, thus a different spot.

And uneven defender numbers would be pretty cool.. i am sure some units would do it just for fun.

Once again though PGI SHOULD NOT divide the community by making it so a 12man cant fight a pug group.. the player base just is not large enough and its called community warfare that is both groups and pugs.

#58 Bashfulsalamander

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Posted 01 October 2015 - 11:50 AM

View PostHotthedd, on 01 October 2015 - 06:18 AM, said:

sycosis is right.

4 mechs, 4 successive battles determined by the outcome of each previous battle.
You could even use the alreadt available maps/modes frthe 1st battle.

1. Assault/Conquest/Skirmish

2. Winner defends base/Loser attacks base

3. Counterattack if necessary (if base successflly defended skip to 4)

4. Losing team retreat to dust-off/ Winning team tries to prevent escape.

No in-match respawns, therefore no spawn camping.


This is not a fix.. this is a "lets just start anew"
The next CW phase... or whatever will have scout based missions, which may have an influence on the primary 12v 12 match
Your "solution" completely destroys the invasion game mode and the ability to take 4 mechs into a single battle. That being said your idea is being done in something called NBT... but i am sure partly because you cant do CW in the private lobby.

#59 Hotthedd

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Posted 02 October 2015 - 03:46 AM

View PostBashfulsalamander, on 01 October 2015 - 11:50 AM, said:



This is not a fix.. this is a "lets just start anew"
The next CW phase... or whatever will have scout based missions, which may have an influence on the primary 12v 12 match
Your "solution" completely destroys the invasion game mode and the ability to take 4 mechs into a single battle. That being said your idea is being done in something called NBT... but i am sure partly because you cant do CW in the private lobby.

Well CW could use a "let's start anew", because there is no way to "fix" everything that is broken.

My example was just a suggestion about how it could be implemented. Hell, the first phase could be a 4 v 4 scout phase.

Completely destroying the ability to take 4 mechs in a single battle IS a fix. Respawns are arcade-y and lazy. I don't care to play a MechWarrior game that plays like the movie "Edge of Tomorrow".

#60 Tom Sawyer

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Posted 02 October 2015 - 04:03 AM

So many threads. So many great options and desires. Rolling maps, multiple objectives for each weight class, planets with value.....

Hey have you seen this shiny new mech pack you can buy?





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