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What Is Not Fun About Cw
#1
Posted 03 January 2016 - 04:42 AM
2. Listen to people whine about LRM boats in CW, or what ever build they don't like.
3. PLaying CW with two players DC.
4. Being spawn camped in CW when the other team can just win the game (This is 11 mechs killing my team while 1, yes 1, destroys omega. While my team argues.
5. various combinations of any of the above.
What I think is wrong with CW? Player attitude. If my team had spent as much time fighting the enemy as they did bitching about why they were getting beat, we might not have won, but the expereience would have sucked soooo much.
#2
Posted 03 January 2016 - 04:51 AM
1. hose-like maps. Just run down the lane jipiiii
2. No meta game. Planets have no value. It doesn't matter if your House owns Kathil or a periphery planet full of hillbillies.
3. No faction/realm pride. Why? It is even encouraged to change factions/Houses like your underwear
4. Only attrition game mode
#3
Posted 03 January 2016 - 07:10 AM
1 join a faction or make a group. Very few factions actually require you to login at certain times or drop for skrims, most are very laid back and are more then happy to help out new pilots.
2 learn to lead your team to victory, stop taking a back seat and just watching the ensuing slaughter.
This requires that you learn the art of command and the science of tactics and its not always easy to get a team to work together. this is why so few commanders actually step up to the plate and throw their hat into the ring.
However once you learn how to inspire and then lead your team to victory you may find you are actually are having fun and almost feeling bad for the unorganized rabble you end up pasting to the wall.
#4
Posted 03 January 2016 - 07:12 AM
crashlogic, on 03 January 2016 - 04:42 AM, said:
2. Listen to people whine about LRM boats in CW, or what ever build they don't like.
3. PLaying CW with two players DC.
4. Being spawn camped in CW when the other team can just win the game (This is 11 mechs killing my team while 1, yes 1, destroys omega. While my team argues.
5. various combinations of any of the above.
What I think is wrong with CW? Player attitude. If my team had spent as much time fighting the enemy as they did bitching about why they were getting beat, we might not have won, but the expereience would have sucked soooo much.
I'll say this a million times, and answer your question all in one word.
You: What is the problem with Community Warfare?
Me: Community
#5
Posted 03 January 2016 - 08:36 AM
- Planets should be flipped once a week, not once a day.
- The forums should have announcements each week as to which planets are under siege, so that the community can begin to care about what is going on.
- Units that are holding a planet should be listed on mouse over of that planet, to again give recognition to the community.
- Maps should be opened up with multiple objectives spread out everywhere.
- Defenders should have Mech hangars or underground Mech facilities that they emerge from, defended by turrets, arty and/or air strikes to prevent spawn camping.
- Drop zones should be inaccessible to defending units, so that dropping units can form up before pushing out, and they should continue to be covered by their drop ships... but I'd vary the drop ship weapon load to include a variety of weapons and weapon ranges.
#6
Posted 03 January 2016 - 09:12 AM
StaggerCheck, on 03 January 2016 - 08:36 AM, said:
- Planets should be flipped once a week, not once a day.
- The forums should have announcements each week as to which planets are under siege, so that the community can begin to care about what is going on.
- Units that are holding a planet should be listed on mouse over of that planet, to again give recognition to the community.
- Maps should be opened up with multiple objectives spread out everywhere.
- Defenders should have Mech hangars or underground Mech facilities that they emerge from, defended by turrets, arty and/or air strikes to prevent spawn camping.
- Drop zones should be inaccessible to defending units, so that dropping units can form up before pushing out, and they should continue to be covered by their drop ships... but I'd vary the drop ship weapon load to include a variety of weapons and weapon ranges.
There are some good ideas here. Heck, if every week the planet(s) being fought over were treated like an event - with prizes/loot for defending/taking worlds (like say Trellshire). Make the taking or retaking of every planet an event.
Swap out the horrible 'kill the lostech gauss cannon' objective on all the missions, remove the gates, and make the mode fun, and you might start getting close to having a game there.
Add in CW seasons with different setups and regular map resets ... maybe by 2018.
#7
Posted 03 January 2016 - 09:13 AM
Way too much time is spent on a match you know the outcome of pretty much right away and then you're forced to rough it out till the end.
- I wait for 10-20 minutes to find match
- only to find out the outcome of said match after playing for 5 minutes,
- then I am forced to play another 10-20 minutes knowing full well the outcome of the match
- I don't mind getting my *** kicked so long as the outcome remains uncertain
Edited by Louis Brofist, 03 January 2016 - 09:31 AM.
#8
Posted 03 January 2016 - 09:28 AM
My biggest issues, and everyone has already brought them up, are
1. full knowledge of defeat from the first wave with no way out.
2. Disconnections that can cement defeat, even though there are fifty guys waiting to find a match outside of the game.
3. Map style could use some freaking variety. Balance should NOT equal Sameness! Reskinned doesn't change layout. I'm even okay with *gasp* imbalanced maps in a mode like CW because that's okay! If the attacker has a clear advantage on one map, that's OKAY!!! So go crazy with map design and make us feel like we're actually somewhere cool.
#9
Posted 03 January 2016 - 09:34 AM
#10
Posted 03 January 2016 - 09:53 AM
Quote
• Planets should be flipped once a week, not once a day.
• The forums should have announcements each week as to which planets are under siege, so that the community can begin to care about what is going on.
• Units that are holding a planet should be listed on mouse over of that planet, to again give recognition to the community.
• Maps should be opened up with multiple objectives spread out everywhere.
• Defenders should have Mech hangars or underground Mech facilities that they emerge from, defended by turrets, arty and/or air strikes to prevent spawn camping.
• Drop zones should be inaccessible to defending units, so that dropping units can form up before pushing out, and they should continue to be covered by their drop ships... but I'd vary the drop ship weapon load to include a variety of weapons and weapon ranges.
Thanks Staggercheck you come up with ideas and solutions instead of crying that tells me there is
hope
hope you dont mind adding this to this thread
http://mwomercs.com/...for-cw-phase-4/
Edited by Davegt27, 03 January 2016 - 09:59 AM.
#11
Posted 03 January 2016 - 10:38 AM
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
![Posted Image](http://i.imgur.com/7vJm4yH.jpg)
Edited by El Bandito, 03 January 2016 - 10:38 AM.
#12
Posted 03 January 2016 - 10:59 AM
![Posted Image](https://infinitecontinues.files.wordpress.com/2010/06/aricaharbor_map1.jpg)
See. In bad company, defenders spawn near their first base, and have unlimited respawns. Defenders have 75 respawns split among their whole team. There are two points where the attackers plant bombs that the defenders have to defend and defuse if they can. If both points go, the defenders have a few seconds to fall back to the next base, which is considered out of bounds to the attackers until the first base is destroyed. If the base is destroyed the boundry moves, and the attackers respawn tickets go back up to 75, rinse and repeat.
This game mode usually lasts the better part of a half hour, and is all about playing the objective. Even the maps are more fascinating here.
See, the trouble i have, is that the game mode is in effect, simpler, than the drek paul designed for us. Why he has to do things HIS way and nobody else is ever right, really annoys me.
#13
Posted 03 January 2016 - 11:02 AM
crashlogic, on 03 January 2016 - 04:42 AM, said:
At least your players are speaking to each other.
Maybe I should troll my pug drops just to get them using comms
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Edited by Fen Tetsudo, 03 January 2016 - 11:02 AM.
#14
Posted 03 January 2016 - 11:03 AM
Then you have teams who bring mechs like Battle Masters and spew erll from range for 25 min then rush.
The Meta is the problem. I personally hate having to counter this meta with like. It is boring. I have mechs that with a module can max erll at over 1800m with optimal 900m+, there is just nothing fun about it.
Edited by Tractor Joe, 03 January 2016 - 11:12 AM.
#15
Posted 03 January 2016 - 11:04 AM
If THAT doesn't convince you what we have kinda sucks, nothing will. Literally it solves the main problems of CW. Better maps, better game mode, rewards for playing objectives, closes gap between groups and pugs in a way that doesn't punish groups.
Edited by pbiggz, 03 January 2016 - 11:05 AM.
#16
Posted 07 January 2016 - 09:16 PM
pbiggz, on 03 January 2016 - 10:59 AM, said:
![Posted Image](https://infinitecontinues.files.wordpress.com/2010/06/aricaharbor_map1.jpg)
See. In bad company, defenders spawn near their first base, and have unlimited respawns. Defenders have 75 respawns split among their whole team. There are two points where the attackers plant bombs that the defenders have to defend and defuse if they can. If both points go, the defenders have a few seconds to fall back to the next base, which is considered out of bounds to the attackers until the first base is destroyed. If the base is destroyed the boundry moves, and the attackers respawn tickets go back up to 75, rinse and repeat.
This game mode usually lasts the better part of a half hour, and is all about playing the objective. Even the maps are more fascinating here.
See, the trouble i have, is that the game mode is in effect, simpler, than the drek paul designed for us. Why he has to do things HIS way and nobody else is ever right, really annoys me.
If you want to play battlefield go play battlefield. I have nothing against it personally but it really has nothing to do with battletech.
same with CS or COD, you want MWO to have respawns?
go play hawkin or titanfall they already exist. What would PGI gain by just copying what already has been done and continues to get regurgitated every single year?
if you want a great example of what game modes should be like in MWO go play mech commander 1 and 2, then go beat mechwarrior 2 mercenaries and mech 4 mercenaries for good measure.
then come back and you can call CW the steaming pile of dung it really is and realize how shallow and watered down PGI has allowed mechwarrior to become.
#17
Posted 07 January 2016 - 09:21 PM
Mellifluer, on 03 January 2016 - 07:10 AM, said:
1 join a faction or make a group. Very few factions actually require you to login at certain times or drop for skrims, most are very laid back and are more then happy to help out new pilots.
2 learn to lead your team to victory, stop taking a back seat and just watching the ensuing slaughter.
This requires that you learn the art of command and the science of tactics and its not always easy to get a team to work together. this is why so few commanders actually step up to the plate and throw their hat into the ring.
However once you learn how to inspire and then lead your team to victory you may find you are actually are having fun and almost feeling bad for the unorganized rabble you end up pasting to the wall.
I agree.
Somehow I have managed to get a group of PUGS in CW to follow my lead...more often than not..to victory.
On retrospect, it's kind of creepy..
![:P](http://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
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