FW Invasion mode right now is just not that fun.
The faster devs accept it, the better. An infernal wait to queue in too many factions with too many planets and too few people to fill them, only to be dropped in big *** and frankly ugly canyon maps with enforced chokepoints kills any creativity you could have with surrounding. Every match is attack rush and defending camp with high alphas, preferably lots of lasers pointing at a single entrance. lots of walking and few actual action. No variety in gameplay.
Quick match maps and modes are pretty fun. If they were 4drop they would be pretty cool and hectic. Also faster.
I mean when you think about it, FW wants to feel like a military campaign with positioning and execution, that's why the maps are big, but still nothing warrants trying new things since the best build for a team are pinpoint damage mechs and few chassis perform well in this matter.
4vs4 scouting mode IS pretty fun, but only because it's a 4vs4, not because the objective is interesting. There's a meta game to evolve in high level play in scouting mode, but it's just not that well designed to warrant the audience's attention to it, more so in the bigger maps.
The weapons, logistic options and features of the game are still barebones to advanced gameplay and only work in Quickmatch because they're basically an arena style of shooting. When you try to implement more advanced objectives it becomes obvious they're not enough.
No repair trucks or bays/refueling systems in FW for example, make some mechs completely unusable after their payload is used. This obviously never will happen with energy based mechs, who can fight and camp all day every day. People obviously will pick the Black Knight to the end of the world. No clever outposts to capture and monitor advances of the enemy. No real usefulness for lights in FW maps. No alternative ways of winning a match but to rush through the trenches in waves. NO NEW WEAPONS. No alternative of defending /attacking with NPC tanks or defense points or aircraft that could cost CBills making the War Economy WORTH SOMETHING FOR WAR.
Simply put, the game has never been ready for the Faction Warfare mode at its core. It's a good arena shooter, and it was designed at the beginning to be that with the promise of something more but it's not going to get there.
I loved the game and came late to the party actually, but now i understand the mountains of salt around here. Most of these are simple things and concepts and seems it's never going to get implemented.
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I could fix all this and more in 6 months hard work I wonder if they would sell MWO to me?
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Back when MWO was in early design phase we tried to tell Russ and Brian the mechs are was too overpowered alpha boats with not much defensive ability's so when playing MWO'S shallow Solaris style game modes all 1 of them in reality yo have nothing to lose by doing a death ball.
If MWO were based more on the skill of the pilot where every weapon a mech could carry was important to survival and a win and to the teams success in winning battles as in a Stock game mode play or a more defensive goal orientated style MWO=alpha warrior online would never have happened in MWO.
Just think how fun the game play would be slowed down a little with no Alpha strike mechanism in the game mechs were 10 times tougher and you knew on your Hunchback if you made a mistake and lost your AC20 it could cost you the match and your teams confidence in your ability's?
That's the way MechWarrior used to be played On the MSN Gamming Zone and in game servers in private Leagues it was the way MechWarrior was always meant to be played not same same battles over and over again in monotonous boring grind filled gameplay like MWO is.
Edited by KingCobra, 28 April 2016 - 08:56 AM.