- Have two accounts and keep limited contract time on at least one
- Use google to find where big groups have their contracts - join on a limited duration
- Use google to find best CW drop decks - use at least 1/2 the mechs or understand the theory
- Have access to non-MWO VoiP
- Use google to find the house voip channel
- Drop with groups or on same planet
- NEVER EVER HIT the defend button that pops on screen, it is the seal magnet
Winning in CW group myth
In group Q there is a separation between the better players with the next tier players being forced to get GUD or forever be owned by their competition. The bigger the group in reg Q, means they will have limitations in their mech choices. These separations are not perfect by any means, but here are some simple checks and balances.
In Cw the next 3 levels of good players know how to fight with the better players, because you can stack as many fighting together on any planet. This leaves a few die hard BT fans and new players left to defend an area. It is easier to defend an area by choosing another planet nearby and attacking it. The CW system is very easy to manipulate by (semi)veteran players and it become easier the bigger the group.
CW needs PUG players to get matches?
SO if we need to eliminate solo droppers from CW, as a compromise why not make all group play CW to force the better players to have to fight. Why not also make map selection and faction contracts less easy to game. The whole group aspect for CW is about numbers and minimal skill. It is like having a PUG parking lot ball game where the best player gets to choose their half of the team first. SEE CW needs compromise below, because I know some of these suggestions are worse than debating socialized medicine in the US
CW is more like a PVE mode
For PVE all a group needs to do is form up and have used the internet to memorize how to beat the machine.
In reality most PVE games may have more wipes than the odds of encountering a similar sized, skilled and organized group as an opponent in CW. Those other potential adversaries know enough to either drop with or avoid the matchup (by not defending). I am not blaming MS or other groups for using the logical best scenario. It is just way too easy to use the system over skill to win. Now if PUGS had AI incorporated into their defense that is adjusted by the size and rating of their adversaries, we would hear bloody murder if their win rate went up to 40%. You MAY also find some of the lower level group players starting to game the system playing for pug teams. That is human nature that can not be balanced as easily.
CW needs compromise
I know folks feel that this is hard group mode. Well it is not. It is a way for groups to farm what they want with some basic knowledge of the system over what the mode is supposed to simulate. At some point there will need to be a limit to the number of choices like map selection, contract time, 2 group modes, etc etc. It may seem like an issue for many, because we all like unlimited choices and there is the ongoing BT lore versus traditional PVP gaming. It is too hard to balance the mode for the limited number of folks who are playing. Folks who say the number may get smaller if changes are implemented are more concerned about protecting the game for themselves not helping it grow for others.
I like the maps and the drop decks, but the matchups are ridiculous. This makes any outcome of the mode not worth the effort and only leads to perceived imbalance that affects the way the rest of the game is balanced.
King of Salt Mines
Tried to make this as thought out as possible and easy(ish) to read for the length. Folks are welcome to their opinions, but try respond in a manner that helps this mode move forward. Asking not telling, I know I can be the king of salt sometimes.