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Ill Tell You Why Clanwars Is Dead, And Will Never Take Off.


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#121 vandalhooch

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Posted 02 January 2016 - 11:01 AM

View PostKjudoon, on 02 January 2016 - 09:56 AM, said:

Erasing the word "and?" as a genaric dismissal of your accusation then, replacing it with a more accurate statement about your attempts at mendacity is not an obfuscation..


Seriously? You really think that claiming the exact opposite meaning for your phrase "and?" Is going to work? It isn't a dismissal of my accusation! It's an admission coupled with the idea that you don't think there is anything wrong with what you are doing.

You purposely cause the loss of some of your Quick Play matches in order to keep your PSR low enough to keep dropping against brand new pilots. And you have the audacity to comment on other people's ethics while playing this game?

You are a complete joke and deserve all the derision you manage to get heaped upon yourself.

Quote

Now go away. I won't entertain your foolishness anymore. I'm done with you projecting your mental state on to me.


Says the guy who claims to know exactly why other pilots drop in teams and end up wrecking opposing teams made up of PUGs.

You are a complete joke. You deserve all the derision you manage to get heaped upon yourself.

Quote

edit: done to trigger a crackpot conspiracy response and provide more clarity yet again you will claim I tried to hide.

edit... did I really edit this again?

edit... messing with you. Or am I?


No. You are a joke. You are one of the most hypocritical and obnoxious posters I've seen in these forums so far.

#122 Skoll

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Posted 02 January 2016 - 11:05 AM

lol @ this argument between two tryhards too trying to prove which one is the bigger tool.

#123 Davegt27

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Posted 02 January 2016 - 11:37 AM

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Proposing anti dropzone spawncamping mechanic :

Any mech that hasnt moved out of the dropzone 15 secs after being deployed starts taking damage at the rate of 5dmg/sec to random parts of the mech .
Apply to mechs from both sides within both sides´ spawnpoints.
Disregard non-connected mechs in the above schematic.


lets not do this we already have enough stuff to make the game not fun

#124 Sandpit

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Posted 02 January 2016 - 11:50 AM

View PostOwen Miller, on 02 January 2016 - 03:42 AM, said:

Competitive players engaging in activity that kills the game mode designed for them, interesting.

View PostSatan n stuff, on 02 January 2016 - 03:45 AM, said:

Pugs demanding a game mode designed for competitive players cater to them specifically, interesting.

he gotcha there

#125 Lazor Sharp

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Posted 02 January 2016 - 11:52 AM

once again..... EVERY Incentive Possible, should be given to both New players, and the Solo / PUG 1-5 man units to join medium to large units, so we increase the number of units that can field 12 mans on a regular basis. This would help CW be successful, and not so hard on the solo/puggies/newbies when they play with a few vets that can carry them a bit till they learn the ropes...

But so much of MWO's population, are anti Team, anti Team Work, anti anything Team. Then come here and whine, about Coordinated TEAMS in a TEAM BASED GAME. While refusing to be anything but stray cats and baby seals.......

Edited by Lazor Sharp, 02 January 2016 - 12:06 PM.


#126 Sandpit

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Posted 02 January 2016 - 11:56 AM

View PostLazor Sharp, on 02 January 2016 - 11:52 AM, said:

once again..... EVERY Incentive Possible, should be given to both New players, and the Solo / PUG 1-5 man units to join medium to large units, so we increase the number of units that can field 12 mans on a regular basis. This would help CW be successful, and not so hard on the solo/puggies when they play with a few vets that can carry them a bit till they learn the ropes...

But so much of MWO's population, are anti Team, anti Team Work, anti anything Team. Then come here and whine, about Coordinated TEAMS in a TEAM BASED GAME. While refusing to be anything but stray cats and baby seals.......

really they aren't. The actual majority don't play like that.

#127 Lazor Sharp

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Posted 02 January 2016 - 12:03 PM

maybe not, but the whinny solo/puiggie forumites, would leave ya to believe that team work of any kind, is totally OP, and all 4- 12man premade boogiemen should be banned in all modes...............

#128 Sandpit

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Posted 02 January 2016 - 12:12 PM

View PostLazor Sharp, on 02 January 2016 - 12:03 PM, said:

maybe not, but the whinny solo/puiggie forumites, would leave ya to believe that team work of any kind, is totally OP, and all 4- 12man premade boogiemen should be banned in all modes...............

what's trult ironic is it was
"Make a separate group queue so they can play there instead of in the pub queue with us"
then it became
"We wanna play their mode so cater that mode exclusively to us as well now"

#129 Ashvins

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Posted 02 January 2016 - 12:51 PM

CW was made for groups. Most of us who play in CW do it for a reason, to ( A ) Win, ( B ) earn C-bills. Ending a match after we kill 12 mech's does not earn us C-bills. Nine times out of ten The groups will just camp omega and allow you all to come to us. If you hide in your drop zone we will come after you. It's not our fault you want to "Quick Play" in CW. CW does not work that way. Join a group, learn how to work together, in QP group matches, then come to CW and put the skills you learned to use. Until then please stop complaining about CW.

Edited by Ashvins, 02 January 2016 - 12:53 PM.


#130 Lazor Sharp

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Posted 02 January 2016 - 01:00 PM

^^^^^^ Well said....!!!!

#131 fogsworth

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Posted 02 January 2016 - 01:12 PM

tl;dr

OP: CW sucks.
Thread: Yeah, but it's supposed to.

#132 Deathlike

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Posted 02 January 2016 - 01:22 PM

View PostCoolant, on 02 January 2016 - 08:28 AM, said:

You are mistaking what the OP posted. He/she is not talking about a gen rush. It's the up-by-20 kills and, rather than end it (where some of your team is perma dead anyway), they get all up in your spawn and wait for you to get dropped off to farm you. They could just go do the O-Gens and then Omega, they choose to run up the score. Horrible sportsmanship and not healthy for CW at all. But, it doesn't matter to them as long as they can boast internally.


Well, if you're down say 20-12 in the first wave, do you just give up and just let it go towards 48-12?

Running up the score happens, but if the opfor gives you the opportunity by playing with Dropshipjesus and you don't take that advantage... that's more on you than anything else.


Let's be honest - most people complain because they have little to no control over the matter. Only by having "some control" over your team by "getting better", "getting coordinated", and "getting smarter"... where you actually have a chance to get better. Choosing not to do any of that will just get you back to being targets instead of being an actual opposing force.

Edited by Deathlike, 02 January 2016 - 01:22 PM.


#133 wanderer

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Posted 02 January 2016 - 01:29 PM

CW will be CW as long as the only mode is 12-man group mode.

What rewards need to really be happening are changing the system. Incorporating 4v4 for PUGs. Having rewards be delivered on a daily basis based on faction size, planets owned, and player effectiveness...instead of farming LP on one faction, moving to another, repeat. LP for a faction should be both earned and spent, up to and including unique-to-faction 'Mechs and skins that only get their full bonuses when used serving the faction you earned them in.

If the truly sweet rewards required being on the faction leaderboard and larger factions (by % of active players that day/week/month/insert time here) had bigger leaderboards with wider split rewards, and being a loyal faction member was -required- to keep using said rewards, we might see people splitting between factions in a more equitable fashion AND stick with them.

#134 Sandpit

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Posted 02 January 2016 - 01:50 PM

View Postwanderer, on 02 January 2016 - 01:29 PM, said:

CW will be CW as long as the only mode is 12-man group mode.

What rewards need to really be happening are changing the system. Incorporating 4v4 for PUGs. Having rewards be delivered on a daily basis based on faction size, planets owned, and player effectiveness...instead of farming LP on one faction, moving to another, repeat. LP for a faction should be both earned and spent, up to and including unique-to-faction 'Mechs and skins that only get their full bonuses when used serving the faction you earned them in.

If the truly sweet rewards required being on the faction leaderboard and larger factions (by % of active players that day/week/month/insert time here) had bigger leaderboards with wider split rewards, and being a loyal faction member was -required- to keep using said rewards, we might see people splitting between factions in a more equitable fashion AND stick with them.

4v4 is coming
can we PLEASE stop with all the "PUG" stuff?
I'm a PUG and solo player and most of you completely misrepresent PUGs as some sort of drooling mouthbreather that can't pick their nose let alone pilot a mech

#135 wanderer

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Posted 02 January 2016 - 01:54 PM

View PostSandpit, on 02 January 2016 - 01:50 PM, said:

4v4 is coming
can we PLEASE stop with all the "PUG" stuff?
I'm a PUG and solo player and most of you completely misrepresent PUGs as some sort of drooling mouthbreather that can't pick their nose let alone pilot a mech


I'm a PUG.

Some of the stuff I see in CW makes baby Jesus cry, but being Liao I tend to avoid that issue other than if I go off to defend against Clanners with other factions.

The bigger the queue, the more likely you plow into the aforementioned mouthbreathers. Generally, long-term faction players shape up, but Clan defense areas have the fastest turnover and tend to attract the worst players.

#136 nehebkau

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Posted 02 January 2016 - 01:58 PM

View PostMauttyKoray, on 01 January 2016 - 06:20 PM, said:

All drop zones need to be placed off limits to the other team, it would stop the spawn camping at least.

There need to be barriers to prevent sniping into them, as well. We pushed attackers back to their drop on the 2 gate canyon one and just sat there sniping them as they dropped in. It really was terrible but it was nearly the end of the match and they hadn't pushed much, we got restless.


Then the puggies will just hide in their drop zone and try to snipe. Anyone ANYONE in ANY dropzone for more than 3 minutes needs to just explode.

Edited by nehebkau, 02 January 2016 - 01:58 PM.


#137 Kjudoon

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Posted 02 January 2016 - 02:04 PM

View Postnehebkau, on 02 January 2016 - 01:58 PM, said:


Then the puggies will just hide in their drop zone and try to snipe. Anyone ANYONE in ANY dropzone for more than 3 minutes needs to just explode.

So we need a "Wilt Chamberlain Rule"?

#138 vandalhooch

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Posted 02 January 2016 - 02:06 PM

View Postwanderer, on 02 January 2016 - 01:29 PM, said:

CW will be CW as long as the only mode is 12-man group mode.

What rewards need to really be happening are changing the system. Incorporating 4v4 for PUGs.


Do you honestly think the cryhards won't complain when they get stomped in 4v4 during Phase 3?

As long as it remains Faction warfare, rambos will always get stomped by organized teams, no matter the mode.

What the cryhards really want is for this to not be faction warfare at all. They don't care about the bigger picture. They don't take pride in the accomplishments of their faction. They just want another mode added to their idiotic Quick Play queue.

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Having rewards be delivered on a daily basis based on faction size, planets owned, and player effectiveness...instead of farming LP on one faction, moving to another, repeat. LP for a faction should be both earned and spent, up to and including unique-to-faction 'Mechs and skins that only get their full bonuses when used serving the faction you earned them in.


I like the idea of adding complexity and flavor to each faction, I just don't think it would work in a F2P game like this.

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If the truly sweet rewards required being on the faction leaderboard and larger factions (by % of active players that day/week/month/insert time here) had bigger leaderboards with wider split rewards, and being a loyal faction member was -required- to keep using said rewards, we might see people splitting between factions in a more equitable fashion AND stick with them.


What kind or rewards would actually work in this game? Unique mechs/skins are unlikely to work in a F2P game. After you earn the mech/skin, what next? Leader boards would certainly help give more motivation to many players but I'm not sure it would help motivate the majority.

I know many players have advocated for planet ownership to give discounts on weapons/mechs in the C-bill store. But that would only incentive players to all join the same faction to take part in the rewards.

#139 wanderer

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Posted 02 January 2016 - 02:15 PM

View Postvandalhooch, on 02 January 2016 - 02:06 PM, said:


Do you honestly think the cryhards won't complain when they get stomped in 4v4 during Phase 3?

As long as it remains Faction warfare, rambos will always get stomped by organized teams, no matter the mode.


4v4 greatly reduces the odds of having your 'Mech plow into so much firepower that it's effectively crippled on the first exchange. When we went from 8v8 to 12v12, those "oops, I'm dead" kills happened with much greater frequency, and nowadays 'Mechs are actually tougher than they were pre 12v12 change.

While the better group will win regardless, focus fire from a lance is by definition less effective than focus fire from an entire company of 'Mechs.

#140 Bonger Bob

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Posted 02 January 2016 - 02:24 PM

sooo many team players fighting for seal clubbing rights, so many puggers sick of dropping in rounds with no match maker.

simple solution, separate the ques, but then the clubbers cry over the low player volumes.

entiltlement arsehat syndrome much ???

if you group people are so skilled and more evolved than the average pug player, surely you would want a challenge not another pugstomp round ??? no ???? ok, so you want everyone to join a team so you can still get a round in a que for groups only ???

Fine, MAKE PGI bring group functions INTO THE GAME CLIENT.

IE: joining, recruiting, management, chat functions specific to team, a team lobby, a team roster etc etc etc etc, all of which is currently done by 3rd party web site maintained by die hard players. Then make CW only for groups, you will have the player volumes and there might actually be more rounds that are competitive not just pugstomp 2016.

and im sorry ill say this now : If you like the current "system" in place for CW and don't want it to change, YOU ARE THE PROBLEM, your sadistic and selfish play style is killing off the player base you so enjoy slaughtering, it takes zero skill to farm pugs as a skilled group, and you not doing yourself any favors in the long run.

If your skilled then balz up to a challenge and push for groups separation from pugs in CW in any form, but don't defend your perceived right to smack pugs around for food, it only shows how useless you are if you view this as entertaining or beneficial for the long term prospects of the game.





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