

#1
Posted 07 December 2015 - 02:50 PM
#2
Posted 07 December 2015 - 02:55 PM
And that isn't a knock on MercStar - CW needs to improve to be more attractive/fun for the player base as a whole.
#3
Posted 07 December 2015 - 02:58 PM
Murphy7, on 07 December 2015 - 02:55 PM, said:
And that isn't a knock on MercStar - CW needs to improve to be more attractive/fun for the player base as a whole.
Hopefully in CW Phase 3 cause right now Steam has MW:O listed and people with major rock hard boners of rage are raging how much the game is terrible.
#4
Posted 07 December 2015 - 03:03 PM
Rosscoe, on 07 December 2015 - 02:58 PM, said:
Theres a good mixture hopefully it goes well. I know some people saw me playing it when I had it added as a non steam game and people got interested.
#5
Posted 07 December 2015 - 03:28 PM
1. Make all contract pay equal, remove any advantage.
2. Limit the number of players in the game that can be clan or inner sphere, to keep them balanced. Limit Mercenary units to a fraction of those numbers, as mercenary units should never outnumber house units - that is ridiculous.
3. Make the time required to change a contract or faction take one week, and only allow a faction change once a month.
4. Ensure that contracts stick to players, even if they leave a unit, so that units can't easily reform under another unit for a new contract.
5. Input time to move requirements for units. If a unit is an spot A, and they want to fight on a planet X light years away, it must take them X number of days to get there, and they have to pay for the cost of transport. This will ensure that an IS Merc unit can not just pick a spot on the other side of the galaxy, and hop into a Clan Merc contract the next day, because that is ********.
6. Lastly, put an end to the moronic idea that Clans would hire Innersphere Mercenary units at all, it makes zero sense.
Best of luck to the Devs who work hard at trying to fix this unbalanced and nonsensical game.
#6
Posted 07 December 2015 - 03:45 PM
Araevin Teshurr, on 07 December 2015 - 03:28 PM, said:
When the new comers from steam find out that they can all pile on the winning faction side of the week as mercenaries, this game will be even more lopsided and broken than it is right now.
1. Make all contract pay equal, remove any advantage.
2. Limit the number of players in the game that can be clan or inner sphere, to keep them balanced. Limit Mercenary units to a fraction of those numbers, as mercenary units should never outnumber house units - that is ridiculous.
3. Make the time required to change a contract or faction take one week, and only allow a faction change once a month.
4. Ensure that contracts stick to players, even if they leave a unit, so that units can't easily reform under another unit for a new contract.
5. Input time to move requirements for units. If a unit is an spot A, and they want to fight on a planet X light years away, it must take them X number of days to get there, and they have to pay for the cost of transport. This will ensure that an IS Merc unit can not just pick a spot on the other side of the galaxy, and hop into a Clan Merc contract the next day, because that is ********.
6. Lastly, put an end to the moronic idea that Clans would hire Innersphere Mercenary units at all, it makes zero sense.
Best of luck to the Devs who work hard at trying to fix this unbalanced and nonsensical game.
So:
1. Remove the carrot to persuade players/units from joining under-represented factions and instead use the stick:
2. Eliminate player choice
3. Eliminate player choice
4. Not sure this doesn't also eliminate player choice. I undertand the mechanic gaming you are trying to stop, but is it really that big an issue? What if a player chooses to leave a unit to go to another unit he prefers? What if a unit fractures and some people leave to create their own unit? We're now eliminating their choice.
5. While there is an element to this that could add depth to the strategic gameplay within CW, if implemented poorly, could end up merely eliminating player choice.
6. So you want players to Roleplay the entirety of their career then - one clan and only one clan for anyone wanting to play clan? What if our unit wants to play some IS mechs for a while? And then clan mechs for a while? What if, due to the vagaries of CW maps, population availability, etc., we want to stay clans but want to move to a clan faction that is actually seeing battles/quality opponents/etc.? Eliminating player choice again.
Eliminating player choice = bad. Don't do it if you don't NEED to.
I argue that you need to come up with some other possible solutions than those posited above.
Thanks.
edit: spelling and clarification
Edited by Kalam Mehkar, 07 December 2015 - 03:48 PM.
#7
Posted 07 December 2015 - 03:55 PM
#8
Posted 07 December 2015 - 04:30 PM
No offense I do not think it is a surprise because of the size of mercstar (MS) but well done. Clearly organized a lot of players to participate.
I hope we see a breakdown of the units like last time with participating members count, w/l, etc.
I really wish we could see something like a breakdown of IS vs Clan population levels, tier ranking averages, etc.
#9
Posted 07 December 2015 - 05:07 PM
#10
Posted 07 December 2015 - 06:36 PM
Araevin Teshurr, on 07 December 2015 - 03:28 PM, said:
1. Make all contract pay equal, remove any advantage.
2. Limit the number of players in the game that can be clan or inner sphere, to keep them balanced. Limit Mercenary units to a fraction of those numbers, as mercenary units should never outnumber house units - that is ridiculous.
3. Make the time required to change a contract or faction take one week, and only allow a faction change once a month.
4. Ensure that contracts stick to players, even if they leave a unit, so that units can't easily reform under another unit for a new contract.
5. Input time to move requirements for units. If a unit is an spot A, and they want to fight on a planet X light years away, it must take them X number of days to get there, and they have to pay for the cost of transport. This will ensure that an IS Merc unit can not just pick a spot on the other side of the galaxy, and hop into a Clan Merc contract the next day, because that is ********.
6. Lastly, put an end to the moronic idea that Clans would hire Innersphere Mercenary units at all, it makes zero sense.
Best of luck to the Devs who work hard at trying to fix this unbalanced and nonsensical game.
Regardless of the rest of these which can be debated on opinion basis #2 is unworkable because such a limit will quickly unbalance and trap players outside of CW completely just because of the mechs they have and/or lack (trials have no place in cw) i.e. too many IS players so Mr New-to-CW is forced to clan side, but owns no clan mech.
The merc part is equally broken, removing player choice which is bad but not as bad as straight up locking players out of the mode who could otherwise play it.
Edit: also declaring for a house or getting a merc contract != active cw participation so there's no good way of working such a limit anyway.
Edited by Trev Firestorm, 07 December 2015 - 06:39 PM.
#11
Posted 07 December 2015 - 06:55 PM
sycocys, on 07 December 2015 - 03:55 PM, said:
1. Imagine that we now move 350 players from the Clan side to the IS side.
Now we have even more people Queuing for IS matches and less people queuing for Clans.
This would have doubled or tripled the wait times for IS players.
2. Have you seen MS 12 mans running as IS?
Its still seal clubbing against Clan Skittles mostly, unless we come across other organised teams.
Teamwork is OP, and has a far greater impact than the difference between IS and Clan tech
Edited by Kamikaze Viking, 07 December 2015 - 06:56 PM.
#12
Posted 07 December 2015 - 07:29 PM
DeathlyEyes, on 07 December 2015 - 02:50 PM, said:
Well done MercStar!
Winning one Battle of Tukayyid (BoT) tournament is a most notable achievement, winning two consecutive BoT tournaments is a lasting testament to your gamers' skill at MWO and a true tribute to the integrity and camaraderie of your Unit.
Great effort, good luck and good gaming!
#13
Posted 07 December 2015 - 07:36 PM

Now to see the REALLY important information - how the stats run up for each faction and unit e.g. % wins/number of matches per player etc etc

Edited by White Bear 84, 07 December 2015 - 07:36 PM.
#14
Posted 07 December 2015 - 07:39 PM
DeathlyEyes, on 07 December 2015 - 02:50 PM, said:
congrats
As for the rage-players and haters:
Can't blame mercstar for a lack of depth in the game for actual merc units.
Edited by nehebkau, 07 December 2015 - 07:40 PM.
#15
Posted 07 December 2015 - 07:52 PM
<sarcasm>
yipee
hooray
3 cheers
</sarcasm>
#17
Posted 07 December 2015 - 09:49 PM
Murphy7, on 07 December 2015 - 02:55 PM, said:
And that isn't a knock on MercStar - CW needs to improve to be more attractive/fun for the player base as a whole.
To answer, we topped out at 7 concurrent, 12-man teams with a couple small groups as a kicker.
#18
Posted 08 December 2015 - 12:28 AM
Kamikaze Viking, on 07 December 2015 - 06:55 PM, said:
1. Imagine that we now move 350 players from the Clan side to the IS side.
Now we have even more people Queuing for IS matches and less people queuing for Clans.
This would have doubled or tripled the wait times for IS players.
2. Have you seen MS 12 mans running as IS?
Its still seal clubbing against Clan Skittles mostly, unless we come across other organised teams.
Teamwork is OP, and has a far greater impact than the difference between IS and Clan tech
I am totally with you here! Sadly mostly seal clubbing. And ppl still cry about.
Yeah plz cry about OP sides but still after the nerv, it's still that is OP or that, but in the real world out there it's the Teamwork in a Team-Game that makes the good Units OP. So build a unit, holdo trainings, or join one if u have no clue to do it. But please fgs stop to tell em to nerv or buff stuff. And if u have no clue be smart and ask them who have one.
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