Cw Capping
#1
Posted 01 February 2016 - 10:42 PM
To fix this I propose that our primary groups attempt to create a maximum of 8 man cw groups. this will encourage non-cw's to join in our fight. This may decrease our over all win rate per drop. But it will create a call for four or less individuals per drop which will increase the number of drop via incremental necessity. The need for just a few, within a smaller populace, is more easily answered than a need for larger numbers.
#2
Posted 03 February 2016 - 07:55 AM
#3
Posted 03 February 2016 - 10:47 AM
Making sure that any new players are offered an opportunity to research sources of background material in order to bring more life and color to the experience would be an idea (stories sell) And a willingness to discuss CW tactics in way that's accessible and that invites questions from the new players to pique their interest into the nuances of planetary warfare are a couple things that might help.
#4
Posted 03 February 2016 - 11:04 AM
I have had a few solo drops with some 4-8 man groups and they were mostly very positive, and even in a loss I at least enjoyed the round and it was very competative.
...and that solo dropper who did 2000dmg might be worth recruiting too eh? even if not in your group keep him on your friend list for CW invites when your a man short?
#5
Posted 03 February 2016 - 03:24 PM
W Wolfskill, on 03 February 2016 - 10:47 AM, said:
Making sure that any new players are offered an opportunity to research sources of background material in order to bring more life and color to the experience would be an idea (stories sell) And a willingness to discuss CW tactics in way that's accessible and that invites questions from the new players to pique their interest into the nuances of planetary warfare are a couple things that might help.
Yes, I agree. Clarity in the UI is greatly needed. I only started a month ago and only a few days ago did i find out how to add to a cw group from lfg. Having different functions in the space on screen at different times with the same name is very confusing.
#6
Posted 03 February 2016 - 03:45 PM
SmokinJoeD, on 03 February 2016 - 11:04 AM, said:
I have had a few solo drops with some 4-8 man groups and they were mostly very positive, and even in a loss I at least enjoyed the round and it was very competative.
...and that solo dropper who did 2000dmg might be worth recruiting too eh? even if not in your group keep him on your friend list for CW invites when your a man short?
I've noticed that the first experience you related is very common. you either have a group of ~12 experienced players who can plow through the enemy, take objectives and winning the match within 10 minutes or you get ~12 individuals who either don't understand how to take objectives or are unable to take relevant command, falling into chaos and getting over-run.
people new to CW should be able to have a fairly consistent positive experience. Win or lose there should be some form of direction at some point. I've played dozens of matches where nobody knows what's going or what to do. having the option to spread your experienced players out is more effective than having them grouped all in one place.
#7
Posted 03 February 2016 - 04:10 PM
The only 2 ways to circumvent this:
The singles dropping happen to be from your unit OR 3+ units or lone wolves are in your group.
This means that:
If there are 10+ singles, they'll most likely get a game, so proceed as normal.
Cross-pollenation of ideas and tactics could occur.
People outside of your unit will have an opportunity to impress/audition. We remember "that guy" that was awesome and will look for him in the future.
Perhaps a little too "glass half full" but it would be nice to know on those WNW nights that you won't always be hitting dedicated 12 mans...
Edited by MovinTarget, 03 February 2016 - 04:12 PM.
#8
Posted 03 February 2016 - 08:05 PM
#9
Posted 03 February 2016 - 08:17 PM
#10
Posted 04 February 2016 - 12:01 PM
#11
Posted 05 February 2016 - 09:42 AM
Gonta, on 04 February 2016 - 12:01 PM, said:
Yes indeed, that would be good.
#12
Posted 07 February 2016 - 03:50 AM
Dr Tachyon, on 03 February 2016 - 07:55 AM, said:
We have the smallest population, so in order to be as efficient in planetary gain as possible, the best tactic is to perform the uninteresting GEN-Rush. Sad and boring, but it needs to be done! You can get your kills and high C-Bill payout on Hold Territory.
Is it a boring tactic? Absolutely! But it allows us to gain sectors quicker, and thus drop again faster.
When I call out GEN-Rush as the tactic I regularly see other Players disobey the call and rather fight with mechs. And these are not just PUGs.
I mean once the Planet is more than halfway conquered you can refrain from this tactic and go for kills, but the first part should be demolishing objectives.
#13
Posted 07 February 2016 - 05:33 AM
#14
Posted 07 February 2016 - 10:16 AM
Chagatay, on 07 February 2016 - 05:33 AM, said:
We were drinking and having fun yesterday, and when my Teammates are begging to kill all, who am I to tell them "nononono we must stay focused" although we've been downing shots for certain scores ... btw. We did lead a couple Gen-Rushes yesterday as well especially right after the ceasefire ended. And the Invasion of Manapire began. Then later on we just wanted to have fun ... We didn't have enough dropships up and running anyway to take full control. and once all the EU-Liao went to Bed and the NA-Davions woke up their numbers defending exceeded ours by far. What happens at 3-4am EU Time is beyond our possibilities. I would have liked to wake up today and see a nice little [SHZ] Tag on the Planet. We did have a Drops with 8-10 of our Pilots and won a lot of games...
#15
Posted 07 February 2016 - 10:56 AM
Danjo San, on 07 February 2016 - 10:16 AM, said:
On attack you need to kill objectives only, that is the only way a small population can get the wins. Then on Hold Territory you have to kill the all: but try to do it Fast and effectively. But this thread is about the CW group sizes, capping the Drop group size to pull more random pilots in.
#16
Posted 07 February 2016 - 12:32 PM
I also said that I am in disagreement with the OP that the goal should be to have a bunch of solo players in our drops, with only 8 guys in teamspeak. I think the goal should be to have all 12 guys in teamspeak, and to get those solo players into those groups, and ideally into Liao units.
#17
Posted 07 February 2016 - 04:01 PM
In regard to teamspeak we tend to stick to our own channel, because we speak a lot of german here and I always issue commands to the entire team via Voip. Works great for me.
#18
Posted 08 February 2016 - 01:25 AM
It is possible that having a full lance of newbies may be be too detrimental to the team. it is possible that having 9, 10, or 11 in the CW may be enough for each match. I am just saying that we need to make some room for new players.
#19
Posted 08 February 2016 - 03:21 PM
Norgath, on 08 February 2016 - 01:25 AM, said:
It is possible that having a full lance of newbies may be be too detrimental to the team. it is possible that having 9, 10, or 11 in the CW may be enough for each match. I am just saying that we need to make some room for new players.
The issue here is that, for example, in NA. You get 2 experienced groups dropping and you bring in your new pilots, you are still playing the lottery (You could drop into an experienced 12man and get butchered)
If we start capping and taking ground, then the Davion Units just shift "X" units. We have 2, they will have 4 to counter and ghost drop.
The idea of bringing on new company to attempt any CW is very likely to be extremely demoralizing to the new players.
I applaud you for wanting to bolster the Confederation with pilots and to make a push in CW, but I would suggest baby steps.
You're going to want to drop a lance of new pilots in with 8 experienced pilots and they have to do exactly what they are told or things go sour very quickly.
And you have the room, grab some players and attack! It's just the reality of CW, the mechanics that are going to continue to hurt.
I know we arent talking about changing CW, but I will certainly voice my opinion here- Roll it back. Roll it back to Phase 1 so you do not have to counter...or just make the counter attack/defend random. I would much rather be swarmed by Davions knowing that they too can be swarmed by TCAF or Units of the Draconis Combine in the north This also then allows the smaller Units to actually take ground and participate in victories.
The double-time/counter-attack/defend has been a complete fail.
CW in general has been a disaster.
Loyalists voting on planets to attack should help, Recon with effects...should help, Purchasing Mercs, allowing Merc Units to be rewarded properly should help.
Holding the Book fo Lorix and my hand and shaking it violently, in hopes that things will change.
PGI, again, needs to give meaning to CW. If I hold a planet (or a MARCH, for instance, or a COMMONALITY...hint hint; a region), then there is worth to that being held. (Cheaper Mechs, cheaper weapons...cheaper ENGINES <--- never an engine sale, is there?)
Say I hold 10 planets within a Commonality (March, Region of space..etc), this then activates the House bonus and allows 10% off ...something (maybe Loyalists vote on is...oh...crazy!)
.
Edited by Orkdung, 08 February 2016 - 03:28 PM.
#20
Posted 09 February 2016 - 02:33 PM
Orkdung, on 08 February 2016 - 03:21 PM, said:
The issue here is that, for example, in NA. You get 2 experienced groups dropping and you bring in your new pilots, you are still playing the lottery (You could drop into an experienced 12man and get butchered)
If we start capping and taking ground, then the Davion Units just shift "X" units. We have 2, they will have 4 to counter and ghost drop.
The idea of bringing on new company to attempt any CW is very likely to be extremely demoralizing to the new players.
I applaud you for wanting to bolster the Confederation with pilots and to make a push in CW, but I would suggest baby steps.
You're going to want to drop a lance of new pilots in with 8 experienced pilots and they have to do exactly what they are told or things go sour very quickly.
And you have the room, grab some players and attack! It's just the reality of CW, the mechanics that are going to continue to hurt.
I know we arent talking about changing CW, but I will certainly voice my opinion here- Roll it back. Roll it back to Phase 1 so you do not have to counter...or just make the counter attack/defend random. I would much rather be swarmed by Davions knowing that they too can be swarmed by TCAF or Units of the Draconis Combine in the north This also then allows the smaller Units to actually take ground and participate in victories.
The double-time/counter-attack/defend has been a complete fail.
CW in general has been a disaster.
Loyalists voting on planets to attack should help, Recon with effects...should help, Purchasing Mercs, allowing Merc Units to be rewarded properly should help.
Holding the Book fo Lorix and my hand and shaking it violently, in hopes that things will change.
PGI, again, needs to give meaning to CW. If I hold a planet (or a MARCH, for instance, or a COMMONALITY...hint hint; a region), then there is worth to that being held. (Cheaper Mechs, cheaper weapons...cheaper ENGINES <--- never an engine sale, is there?)
Say I hold 10 planets within a Commonality (March, Region of space..etc), this then activates the House bonus and allows 10% off ...something (maybe Loyalists vote on is...oh...crazy!)
.
These are all not bad Ideas and points. CW could have more meaning. But for me simply gaining a planet is enough. Why? the more planets we take the larger space we take up on the map. it is simple and satisfying to me. Being able personally effect the growth and shape of our faction brings me immense pleasure. When RL and 4TCR get together they are nigh unstoppable! In one day, in conjuction with TCAF, we nearly took 3 planets in one 24 hour period! I was amazed and proud to be a part of it. The only thing that even puts a bump in the road is professional teams and dirty tricks.
The only things that I see that really need to be fixed are graphical errors, like being able to see an enemy over a hill top only to have your laser and bullets stop and explode on thin air. Clarifying the UI so that it is easier to learn and navigate instead of taking over a month to find out, "oh! I need to hit the blue button twice!" to invite people from LFG. If they fix these little things they could more easily transition into larger things like better CW maps and, "how do we make salvage more interesting?". A very talented programmer once told me, "It's all about the little things".
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