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Cw Gating


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Poll: Should CW be gated? (24 member(s) have cast votes)

Does CW need a gating system?

  1. Yes (17 votes [70.83%])

    Percentage of vote: 70.83%

  2. No (Optional: Post your thoughts below) (7 votes [29.17%])

    Percentage of vote: 29.17%

What should the gating system be? (Multiple answer)

  1. Pilot Skill Rating (8 votes [24.24%])

    Percentage of vote: 24.24%

  2. Number of Mechs (5 votes [15.15%])

    Percentage of vote: 15.15%

  3. Number of Quickplay battles (13 votes [39.39%])

    Percentage of vote: 39.39%

  4. No gating (7 votes [21.21%])

    Percentage of vote: 21.21%

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#21 butchly13

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Posted 27 January 2016 - 09:05 AM

View PostEmber Stormfield, on 23 January 2016 - 07:01 PM, said:

Everyone has to learn sometime, setting a gate means they learn later on.

If you want better matches join a unit. You will get a unit v unit fight, which means better control.

If you want noob v noob then join as a single pilot.

Simple!

I agree with your second two points, but not quite on the first. I'm a new pilot and I haven't tried CW because I don't think I'm ready. Granted, I know other people aren't as introspective as me and just jump right in, but setting a gate likely would reduce the percentage of players who don't know what they're doing.

For example, if you put the gate at Tier 4 you won't get any super fresh players. You'll still get some, but not as many as no gate. Set the gate at Tier 3 and you'll have even fewer players who don't know what they're doing because getting to Tier 3 requires a lot of luck by getting on winning teams enough times while still being terrible. You don't get to Tier 3 or higher just by being on a winning team very frequently. Sure it happens, but not as much.

I'm not saying a Tier-system gate is ideal, just using it for example.

View PostEthak, on 26 January 2016 - 08:19 PM, said:

It comes down to being efficient at the game. If you struggle at playing with your teams in quickplay, you'll never be able to work as a team in CW. Also if you can't pilot your mech very well you are nothing but a detriment to the team.

I disagree. I play well with teams that stick together and don't spread out. There's nothing I can do when all 3 lances go different directions and then the lances themselves split up. Even the best player can't make up for a team where everyone goes solo. For the most part, playing effectively with a bunch of randos in a PUG match isn't terribly difficult. But still, there are matches that the only effective way to play is being the best you can be.

That being said, I agree with your last point. Not understanding how to torso twist semi-effectively or even position your mech while fighting an enemy hurts the team. You should be relatively proficient with standard tactics before attempting CW. If you get disoriented by turning your legs one way and facing your torso another, competitive CW matches probably aren't for you.

#22 Sean Freyason

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Posted 29 January 2016 - 03:36 AM

I have been playing MW around 5 weeks. I am low tier 5 rating because you get a boost to your psr for the first 25 cadet matches. So you start with no modules skill unlocks etc..
Now I have mastered the ravens, cheetahs and am working on shadow cats and ebony jags. But I like lights. So my KD is 1.3 in my cheetah prime and climbing now that I own some modules unlocked skills etc. My avg damage a match in my cheetah is around 450 my match score 250 with spotting scouting uav assists and kill assists. Many a match I now turn in most kills for my team and always try to use teamwork. I can drive a mech and have been recruited to a unit because of my skill. Yet back to the point my psr is a low 5 and will probably not change for a long time not because of my skill (best day I have in a match 854 in a light with 3 solo kills 4 kills most damage dealt, 5 kills and 4 assists plus scouting etc..) but because of the system structure a win you go up or equal a loss you go down and if you had high match score might stay equal or go up a little. No man can win a match himself in this game not CW or quick play. So if you play pugs you roll the dice.
The real problem is the fundamental difference of CW vs quick play CW is a lane slug vest. You're channeled into lanes with no ability to maneuver around and flank it's attackers rush into the defenders guns period. You can't bypass and destroy the objective because it still is kill based. No match type or map in quick play is: you start on this side I start on this side now rush through 2 or 3 choke points into enemy guns. Quick play doesn't prepare anyone for this sort of match and really it is a lot less fun (grind your way into world war 1 trench warfare).
I hate CW there is very little flexibility in how you play. Its big heavy I smash you I have better modules and know the maps better and bought lots of heavy and assault mechs. Most community warfare players come over to quick play and get ate up I love it when a cease fire is in effect (my best match earlier was during a cease fire against an eight man. I soloed a stalker in a crowd of his buddyies with my artic cheetah because they bunched up and moved like CW on Mining Collective I just went over and around no little choke points to protect those fatties. Legs are yummy.)
All jesting aside the fundamental difference in play style between quick play and CW is the problem. The rewards are better there but if they don't introduce new modes, matches and maps to CW long play replayability is doomed and frankly it's pretty lame and stale (attack, counter attack with defined lines and sides sucks). It would be nice if they put the base in the middle of the map and let the attackers have the ability to maneuver around instead of charging into enemy guns.
Hopefully with the introduction of phase 3 this will change till then if you play pugs you roll the dice. Find the promising players friend them coach them so they get better because older players will get tired of the same oh same oh of CW and what happens when you run out of new blood and new money The game withers dies and off goes the servers.

#23 TheArisen

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Posted 29 January 2016 - 04:40 AM

Sean that was a long read but I agree with a bit of it.

Many players are actively looking for newbies to train up. The idea is for this to be a mutually protecting feature, getting stomped because you can only carry so hard or you don't know what you're doing is rough.

A gate shouldn't be overly onerous. Cadet bonus & completed tutorial HV.ll

#24 Sean Freyason

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Posted 30 January 2016 - 02:19 AM

TheArisen, Yes that would be fair or one mech mastery.

I understand the idea of gating I was saying psr takes far longer to change what I lost in 25 cadet matches will take me hundreds of matches to make up and is entirely dependent on pug groups. I play now with many of the tier 2, 3 people because I drop with a Lance and our leader is tier 3. After playing there and doing okay I go a pug match in my lights and wow.

With the solo group vs unit ques this will change as well as the MC incentive that Russ mentioned.

#25 oldradagast

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Posted 30 January 2016 - 06:43 AM

View PostEthak, on 23 January 2016 - 05:46 PM, said:

Might I also add a report option called "Refusing to cooperate". Most of the fully hear you but simply ignore whatever is being said or have nothing constructive to say,


Given the sheer number of idiot "commanders" I've seen in this game, no, this should NOT be a reportable offense. Just because some yahoo can grab the command icon and spout off doesn't mean everyone else should be punished for not obeying the self-appointed dictator.

As for the rest, disallow trial mechs in CW. That should basically take care of the problem since it will weed out new players AND mechs that are usually trash and nothing but dead-weight for the team anyway.

#26 Alardus

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Posted 30 January 2016 - 10:22 PM

View PostGeneric Internetter, on 23 January 2016 - 02:27 PM, said:

I agree, and good suggestion!

Tier 3 upwards is a bit harsh. I'd say Tier 4 minimum, since the goal is just to get players who aren't clueless.
If it was Tier 3, it wouldn't be too bad though. Anything higher like Tier 2 minimum... Ouch, too strict.

Important:
Trial mechs shouldn't be allowed in CW at all. If a player can't fill a dropship with their own mechs, they're not ready for CW. Just filling that 4th slot? Buy an Urbie! Posted Image
Players should only be allowed in CW if they have VOIP enabled. If a player is on a 12-man team using ventrilo/teamspeak, then dont use VOIP, but nothing stops them from having VOIP enabled anyway. Most of the time in CW is isn't 12-man teams, so it's important to listen to the expert guidance. I think a lot of the problem with CW "Rambos" is that they turn of VOIP and can't even hear orders.


And people proceed to scream at you in mic over having a badly set up (or stock) urbie, wasting tonnage in a dropship on a suboptimal non-munchkin setup.





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