l)arklight, on 06 January 2016 - 10:13 AM, said:
For the record, majority of the ideas in this topic are not really going to do anything to resolve any of the QQ from solo player's or small unit's. Even the ridiculous idea of putting a 60 player cap on Unit's is not going to do anything to resolve the power balance of Community Warfare. Instead of focusing on Merc unit's and looking at ways to nerf them. You should maybe look at unit's like KCom who are a small loyalist unit that dominates there section of the map and kicks the asses of majority of the unit's and 12 man's they come across.
They do this because they are a organized unit that always groups together, play's together and strives to win there games. This is the mentality that should be Community Warfare. Instead it's dominated by solo quer's that lose a lot of there games regardless if it's by a 12 man or another pug team. People should be working on ideas to make this gamemode a better Unit vs Unit planet conquest game instead of the objective version of regular que that it currently is.
Merc's are dominating the Community Warfare map because soon as they join a faction they are all ready to drop together, communicate, use teamwork and coordination to win there games. It's not really a suprise that they dominate the community warfare map when majority of there opponents are unorganized solo que pug teams. Which they would still do if they were limited to a 60 player unit cap or forced into loyalty to one faction.
Instead of working on ways to nerf organized drops, grouped play and additionally anyway possible to nerf Merc unit's in Community Warfare you should instead be working on ways to attract solo quer's into unit's or grouped drops. Reinforce the concept of teamwork and coordination in drops and turn this game mode into what it should be. A organized Unit vs Unit objective based gamemode where player's and unit's work hard to win there games instead of this objective based regular que that Community Warfare currently is. Loyalist Unit's need to be reinforced with more player's ready to work together and more Loyalist unit's trying hard to win planet's for there faction and compete against other faction 12 man's and Merc unit's.
That is the only way you are going to stop Merc unit's and 12 man's from dominating the Community Warfare map is by essentially turning into a loyalist version of them. Ready to organize, play together, and coordinate with each other. Be more like KCom rather than being more like any generic pug that infests this gamemode. Promote organized play in Community Warfare, promote ideas to attract solo quer's into Unit's rather than promote idea's to better cement solo que mentality in Community Warfare and sooth there complaints because honestly you cannot. Not without turning Community Warfare more into regular que.
No the problem with these large merc units is that they are very big and jumping from faction to faction. Once they move they change the Faction environment drastically.
Plus some of those Units are actively avoiding fighting other Units and instead trying to Pug farm. And with their size, they can do a lot of damage.
So to say that the Pugs just need to get better and be more organized against those kinds of Units, when those same Units dont even play against other Units themselves is kind of hypocritical, isnt it?
So its not that those huge Units are better Organized. They are just so big that they themselves create an imbalance whenever they jump factions, and they seem to be so effective because they are farming pugs
Plus you cant use Kcom as an example. They are the exact opposite of everything you are talking about..
They are not a Pug. They are a Unit
They are not a giant Unit. They are smaller yet effective
They are Not a Merc Unit. They are Loyalists
And, they are not avoiding anybody. They take on all comers.
Im not saying that Unit Member caps are the answer, but I can definitely see how they can cause problems being so large.