CW is still as "meh" as ever. Excruciatingly long waits for basically the same gameplay as you get in regular matches, except the ratio of playing to not playing is skewed in favor of the
not playing. Add up the time spent running from drop zones to regroup, the wait to actually get a match in the first place... I can still run three or four normal matches in the time it takes to drop
one round of CW, make twice the money, and spend twice as much time actually fighting as opposed to sitting in lobbies and running to and from spawns.
If they could get the wait time down to under five minutes,
consistently... then sure, I'll give it another chance. Otherwise it is and always will be a waste of time except when there's an event that grants premium rewards as this one has. 500MC is worth a few hours of CW. Anything I can buy for cbills... screw it, I'd rather play solitaire. Strike spam is even more prevalent than in group queue, which is
really saying something. I can't level my 'Mechs there because if you're not carrying, you're losing. I can't bring fun builds, same reason- Gaussvomit is the name of the game.
Don't get me wrong, the event rewards are a nice touch. They made me actually
want to drop in CW... but only for the rewards. I'm still not having fun. I put off the CW part of the event until the last minute, and as soon as it's over I'll go right back to ignoring CW completely.
It isn't just losing, either- I had some good games last night, and one more today, and I still came away from it thinking "if I could get that MC any other way I wouldn't be here." Two things have to happen before I think I can enjoy CW:
1. More different objective types. Add a "capture point and hold for X amount of time," or a "steal X and return to dropship," or a "raid convoy for X before it reaches Y" and you can color me interested. I was bored to death of "head for Omega and blow up X" after the first few dozen matches. BT has more depth than that, and MWO needs some of it.
2.
Bloody. Wait. Times. Even with the event on, they're horrid. Probably worse on the IS side, because everybody piled on a handful of planets and there were fewer Clanners opposing... why not cap on the number of players active per planet at any given time? Say, 48 players at once? That's plenty. It spreads out the conflict more, and could limit instances of "well, there are 20 more defenders than attackers here, but this is the only place you'll find a game, so I hope you brought something to read." Or... I dunno, halve the time required for a team to drop in opposition, just make the attack succeed if it's a ghost drop without actually loading the map, or... here's a thought:
actually form the team as soon as there are 12 players instead of waiting three or five more minutes for goodness knows what frakking reason. I can't count the number of times we had 12 in the queue, but the stupid game made us wait for long enough that one or two or more got bored and dropped before it locked the team, making the rest of us wait for it to fill up again, then wait through the "assembling team" again, until finally everyone stayed for long enough that the matchmaker took its thumb out of its arse and took the 'disconnect' button away. Followed by another five minutes of waiting (if that few) for an
enemy team to form up!
I can't for the life of me see how this is something anybody actually enjoys.
Edited by PS WrathOfDeadguy, 01 December 2015 - 12:14 AM.