MischiefSC, on 08 August 2016 - 04:50 PM, said:
let me ask you this - if there were no skittles teams and it was 12man v 12man, do you seriously think MS, or any unit, would have even a fraction as good a W/L as it does now? I don't. I think good units would be slightly over 1.0, most units would be under. Farming pugs and skittles is literally sustaining the unit populations in FW right now. The bigger reality to face is that if PGI finally combines attack/defend and most your drops are suddenly actual unit v unit.... will you guys still play as much?
Yea, actually. Pug "farming" might be somewhat amusing for a drop or two at the most while you get warmed up, but a whole evening of that gets boring and, for some, even demoralizing.
Plus, you might not like to hear this, and I don't know if it's just my experience with MS or if others have it as well, but, outside of a (very) short list of other strong units, my W/L ratio against units is not very different from my W/L against pugs. I do like dropping against units though because it makes for more interesting games: I get to meet new people, see different strats, and, with any luck, we might even get a "series" started for the night.
MischiefSC, on 08 August 2016 - 06:08 PM, said:
Units drop attack, skittles get drawn to defense. Especially on the IS/Clan border. Units rarely drop defense until attack is sewn up. Are you saying this has radically changed with MS? Do you guys lead with defense? I'm finding that unlikely. You guys drop attack until the attack queue is at 100%, even if it's ghost drops. Almost every other unit does the same. Then a lot of people just flip off to pug/unit queue, you'll maybe get a 5man dropping defense for a few drops.
Haven't had a chance to drop as much this summer due to work, travel, and other commitments, but my experience has been that, between the lack of a specific stated goal for MS during this Phase of CW, combined with the availability of a single attack planet, and the general slowdown we've seen, things have changed a lot.
Folks are a lot more eager to get drops anywhere they can and are a lot less likely to sit through ghost drops, even if the planet hasn't been secured, and will more eagerly run off to drop defense or just regular queue. Or at least that's been my experience, dropping mostly during late-NA, early-Oceanic.
MischiefSC, on 08 August 2016 - 06:08 PM, said:
Most of your drops are against skittles. By a wide margin. That's what drives wins. I've been in plenty of matches with a few different teams that have beaten MS, I've dropped a ton of times with MS and seen tons of wins and losses. I know that you dunk if there's even a question and make your money on holds, unless it's been a quiet night or a couple ghost drops and people are bored.
That really depends. I don't know of every time you've dropped with us, but the period I remember, we were pushing really hard to get to Terra with Smoke Jag, so taking wedges was of paramount importance. If we're in a hurry, or if we're in a situation where we can no longer win on damage, or if the other team straight up moves WAY out of position, we will go for the objectives to try and secure the match win... I mean at the end of the day, we ARE playing to win, or at the very least maximize utility. Or is there a bonus payout for conforming to ritualistic gameplay formulas that I'm not aware of?
MischiefSC, on 08 August 2016 - 06:08 PM, said:
If you were 'looking for good fights' you'd be dropping defense for the IS. That's going to feed you almost exclusively coordinated units with no wait for matches. However that's not the case, nor do I blame MS for that. MS (and most other units) are looking for attack queue matches and flipping planets, which you do in attack not defense. Skittles populate defense.
Okay, maybe I'm misreading the leaderboards, but we've got about twice as many defensive planetary wins as offensive planetary wins. We do drop defense, both individually and as groups. We do so quite a bit, in fact.
MischiefSC, on 08 August 2016 - 06:08 PM, said:
When we split queues and there were very, very few pugs MS complained very, very loudly. Didn't like waiting for matches, especially since everyone was in attack queues and nobody wanted to defend. Their response was not to populate the defense queue for the other side who was waiting to ghost attack like they were.
iLLcapitan, on 09 August 2016 - 04:31 AM, said:
From my unit's perspective the days after the queue split were the golden age of CW. For a brief amount of time almost every single CW match was worthwile. Then people lost interest again. So my point of view is: we have the players, we have the teams, but without more depth/encouragement too little of the target audience can be bothered playing CW.
Really? I had a really different experience myself.
That whole week I didn't lose a single invasion drop (in any invasion game mode to boot), no matter who was on the other side. Maybe it was because people took it seriously, tightened up their game, and dropped all-meta all the time. Whatever it was, aside from exactly ONE match that had a good, large group (forget who, doh) and one SJR on the other side, it was some of the easiest CW I ever played... kind of a disappointment actually.
It wasn't until after the queues were re-merged that I lost a couple of drops back-to-back because I blew the drop calls
Oh, and the wait times sucked.
iLLcapitan, on 09 August 2016 - 04:31 AM, said:
And as long as that's the situation, it's up to the players. Best matches lately were the scrimmages against MS, so reach out to other teams in your time zone and find a remote planet to drop against.
gg and ty for the drops guys. Always a fun time.
MischiefSC, on 09 August 2016 - 06:27 AM, said:
How many matches does MS lose in a row before you start having people pack it in for the night though? Not calling MS out, just asking in the 'your unit' context. Every unit is the same. You have a bad run and people start to fade.
It really depends on the individual players, but, in my experience, people have shown quite a bit of resilience, or at least they did back when we were driving for Terra. I've been on groups that spent hours alternating between getting smashed by KCom and getting smashed by -BO-, gone back-to-back 3 times against NKVA for all losses, and even drew a mixed EmP/228/KCom hybrid that clearly shows that there is a deity running CW and that it has it out for MS
The only time I've ever seen an entire MS team drop from CW after a loss was because our DC pulled us "off the line" so we could run a few games in regular queue and drill the basics a bit. There were A LOT of new guys in that group, myself included, and we were not yet used to moving as one, rotating armor, etc., etc. We did maybe 7-8 drops in regular queue (including a loss to an EmP 7-man and a 228 12-man) and then went right back to it.
MischiefSC, on 09 August 2016 - 06:27 AM, said:
The idea that defense is 'easier' is a myth. The moment your whole team is past their fear of being aggressive and taking risks that entirely reverses itself. Attack is easier because you always control initiative unless the defenders manage to steal it from you. You've got far more strategic options and you know you can always force a fight with the defenders.
Yes and no.
Yes, attackers do have a certain amount of initiative and can generally choose when and where to engage. On the other hand, attackers have to deal with the fact that they are up against a clock and have to complete an objective other than killing all defenders or even getting a kill lead on defenders, which limits the amount of time you can dedicate to trading and maneuvering the way you need to in order to more safely break through chokepoints.
Essentially, as an attacker, you have three approaches you can attempt:
1.) Murderball to get as much firepower and armor applying as much pressure on as narrow an area as possible.
2.) Split-push in order to set up an enfilade
3.) Mid- and long-range trading in order to try and soften up the defenders and get permakills on the board before a single, glorious push in the waning minutes of the match.
I suppose you could also count gen rushes, but i've only ever seen them work against good teams when the rushers got really, really lucky.
Either way, all these approaches carry significant risks and can be handily countered by aggressive defenders who correctly and quickly identify what's happening. The situation would be very different if we didn't have a match timer, but the clock is a cruel and uncaring master who demands absolute obedience.
MischiefSC, on 09 August 2016 - 06:27 AM, said:
At this point though we've got this dedicated, significant pug population, especially in the IS, with bad habits developed for 18 months. We need the tools to really integrate them into the winning side of FW and everyone will have more fun.
This.
MischiefSC, on 09 August 2016 - 06:27 AM, said:
How many units have all but given up because even if you're winning 85% of your matches there's pug teams losing 90% right behind you?
Pretty sure any good unit has had this experience at some point. I've lost track of the amount of times I've been in TS, putting up one "wipe-and-dunk" 5-minute win after the other, only to see the progress reversed by Ghost Drops and pugs losing Holds.
MischiefSC, on 09 August 2016 - 06:27 AM, said:
We just need to be honest with the realities of what drives those mechanics so they can get fixed. IMO it's the lowest hanging fruit to resolve in FW; some minor queue changes, something like the 'red flag' concept put forward in town hall and Deathlikes idea of extra rewards for mixed unit/pug teams would go a long way toward that. A lot needs changed in FW to make it what it should be but those things could be done with deep benefits for even a shallow effort.
Yep, pretty much.
Edited by habu86, 09 August 2016 - 06:42 PM.