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Prove Your Allegiance 2


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#301 PassingWinds

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Posted 07 May 2016 - 10:25 PM

Ok .. so now I have completed the invasion event, and haven't decided which heavy/assault I want.

I've qualify to get the mechs, but do I need to SELECT the hvy/auss BEFORE the event is over, or can I select a week or after the event when I've decided which one I want?

Edited by PassingWinds, 07 May 2016 - 10:38 PM.


#302 Helene de Montfort

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Posted 07 May 2016 - 10:56 PM

OMG!!! I finished the invasion challenges..... Such pain, finally at an end!!!! Good for me the dropdeck limit was back at 250, i had 4 elited mechs to drop. It took me still much more than 30 games.

Now... Scouting. I don't think i can complete it, but maybe i can get a couple more rewards.

Edited by Helene de Montfort, 07 May 2016 - 10:56 PM.


#303 Mochyn Pupur

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Posted 08 May 2016 - 12:52 AM

Easiest way to get through the "Scouting" challenge was to ignore the scouting part. Drag along a decent medium mech, stay along side your drop mates and focus fire . . . simples.

Group up - kill - gather - win when capturing intel.
Group up - kill when defending.

No scouting necessary! Completed the "Scouting" grand prize fighting for the Inner Sphere as a Merc. Ate losts of tasty Stormcrow legs along the way :)

Only issue I have with the scouting missions is the lock down on being able to select another mech and join the queue for another try. This isn't an issue in quick play drops, so why now in FW?

I wasted the first couple of days trying to scout properly and spent most of the time racking up losses. Switched to the above and noticed the change immediately.

#304 Valar13

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Posted 08 May 2016 - 01:07 AM

View PostJaxRiot, on 07 May 2016 - 04:56 PM, said:

Thats why i dont participate in CW. Even if there is an event (with the exception of the Tuk ones). CW can be very brutal on Solos and Pugs.

I honestly dont know why people put themselves through the heart ache after all this time. Its far better to just avoid it. The prizes arent worth it.

And dont listen to those that say that all you have to do is communicate and coordinate.


Even a good Pug will get beaten badly when facing a well coordinated premade with complementary mechs and tactics.

Those are just shame and bait tactics to make you think that if you just tried harder you might stand a chance so you will keep coming back to be farmed.

But it's ok. In a couple of weeks when the event is over and the pugs leave, all they will have is 4x4 because invasion will die off again without the Pugs and the crying of a dead CW will be heard all over again

What do you want premades to do, then? Throw you a win or so to keep your confidence up?

I really do not, now or ever, understand the opposition some have to grouping up. LW is not a viable playstyle anywhere outside of the solo queue QP and I have never seen more boringly dreadful play than I see every single time I solo pug it.

#305 xe N on

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Posted 08 May 2016 - 03:11 AM

View PostValar13, on 08 May 2016 - 01:07 AM, said:

I really do not, now or ever, understand the opposition some have to grouping up. LW is not a viable playstyle anywhere outside of the solo queue QP and I have never seen more boringly dreadful play than I see every single time I solo pug it.


So, for you anyone that is dropping solo is a bad (team) player? Quite brave statement.

Edited by xe N on, 08 May 2016 - 03:14 AM.


#306 AdolfGhandi

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Posted 08 May 2016 - 04:50 AM

View PostScharfschiesser, on 07 May 2016 - 04:18 PM, said:


And perhaps you should check the meaning of the words "competition" and "challenge" before making stupid and jerkish comments:
organized players vs organized players would have been competition/challening
solo/random players vs solo/random players would have been competition/challening aswell
solo/random players vs organized players is NO competition at all, it is predetermined butchering, boring and completely unchallenging (for both sides), demotivating and overall damaging aspect for the game!

And to answer your question "Seriously, why should you get a grand prize for participation?":
Seriously, why should I participate or even play at all if I cannot win? Oh right - I shouldnt...
So, keep enjoying your yerkish babbling about "Multiplayer" - you will realize soon enough, when there is no "Multi" left and the game is dead (it is already dying anyway)


I finished the invasion challenge quite fast dropping mostly in a 2-man with one other mate. We were matched against other PUGs 2/3 of the time and only 1/3 of the time against large premades. Even against premades it is possible to win if you communicate well. So i don't get the "I don't have a chance to win because they are premade" excuse. Their mechs will die if you shoot them just like yours. You have to start believing in yourself! And don't bring LRMs plz, k thx.

#307 MovinTarget

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Posted 08 May 2016 - 05:11 AM

View Postxe N on, on 08 May 2016 - 03:11 AM, said:


So, for you anyone that is dropping solo is a bad (team) player? Quite brave statement.


That is not what he is saying.

Think of it like math. There are at least 24 variables in a game; you are one of them. So if you ability to win is based on your 12 variables being better than the opponents, you want to change variables to constants. I.e. group up with people you know can play and mutually compliment in playstyle.

Now if you were to be part of such a 12-man, you've reduced your variables by half (not a perfect explanation just work with me here).

Now, why this is even more important in FW/CW...

You have effectively 4 waves together. It has clearly been established that CW is best played in waves where all 12 of you are in fresh mechs. If you are in a group, the communication and coordination is not an additive effect, its a multiplicative... possibly exponential factor. Good players do better, TEAM players do better...

...players that don't communicate, support, stay on goal... they score worse. Over the course of the game, some players die too fast and rush back in while others sit back and take too long to die. By the end of the game, they are coming at you 12 fresh and you are 6 beat up and 6 permadead...

Sure you'll get that one guy on your team that does 3k damage while no one else broke 1k, but he's probably just using pugs as meatshields.

And LRMs? Here's a secret: they are bad for pug drops bug if twelve mans loaded for them (6 lrm boats, 2-3 spotters and rest protecting the boats)... the rage quit would be real...

I won't tell you not to drop solo in community warfare, but you will not get your money's worth from it if you don't group up.

And i am not saying join a unit, join a faction with a TS hub. Can't use mic? Just listen. Coordinate. It will go better.

Edited by MovinTarget, 08 May 2016 - 05:33 AM.


#308 a rabid chihuahua

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Posted 08 May 2016 - 06:12 AM

View PostCount Zero 74, on 28 April 2016 - 03:32 PM, said:

You can't pay me enough to play even 1 of those silly scout missions as IS pilot. Nice job giving the Clans their own little private gamemode.

Stick your rewards where the sun doesn't shine PGI

sorry but the IS gets to run around in their super burst ecm griffins ,which is isn't fun for the clan side ..so I believe it's a moot point.

#309 paws2sky

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Posted 08 May 2016 - 06:23 AM

Finally completed the Scouting challenge. Yay, me.

Now to see if any of the Invasion challenges are within reach. Probably not, but at least I have a stable of suitable mechs, so I won't need to empty my C-Bills account chasing a completely new meta.

-paws

#310 JaxRiot

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Posted 08 May 2016 - 06:23 AM

View PostValar13, on 08 May 2016 - 01:07 AM, said:

What do you want premades to do, then? Throw you a win or so to keep your confidence up?

I really do not, now or ever, understand the opposition some have to grouping up. LW is not a viable playstyle anywhere outside of the solo queue QP and I have never seen more boringly dreadful play than I see every single time I solo pug it.


Im not saying to do anything.

I was just saying that CW is not solo friendly and when solo players drop in for an event, that they will have a hard time and that I personally dont think that the rewards are worth it.

The Units/Group players will keep telling them that all they have to do is communicate and blah blah blah...

But its a trap. Just a lure to get them to keep trying to win a mode where they have a natural disadvantage.

It works on some. But for those of us who have been here a while, it wont work and after the event they will beat feet and be long gone.

And I do agree that QP can be boring. But its not like there are many other options.

Edited by JaxRiot, 08 May 2016 - 06:27 AM.


#311 MovinTarget

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Posted 08 May 2016 - 06:40 AM

Omg we are not trying to trap you. And you are right, it is not conducive to solo play, the only reason its an option for you is because PGI is not being exclusive.

I am sure you can try to ride a big wheel at a rolling thunder rally too but... again you won't get the same satisfaction as would if you brought a chopper... and you'll probably get run over...

And you have no natural disadvantage unless you are actuallly physically handicapped, lacking the ability to hear and/or speak.

I still prefer the old name, COMMUNITY warfare because it describes what it is on a social level.

Edited by MovinTarget, 08 May 2016 - 06:58 AM.


#312 JaxRiot

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Posted 08 May 2016 - 06:59 AM

View PostMovinTarget, on 08 May 2016 - 06:40 AM, said:

Omg we are not trying to trap you. And you are right, it is not conducive to solo play, the only reason its an option for you is because PGI is not being exclusive.

I am sure you can try to ride a big wheel at a rolling thunder rally too but... again you won't get the same satisfaction as would if you brought a chopper.

And you have no natural disadvantage unless you are actuallly physically handicapped, lacking the ability to hear and/or speak.

I still prefer the old name, COMMUNITY warfare because it describes what it is on a social level.


Of course they have a natural disadvantage.

As I said earlier in this thread, its just like the Groups in QP before. The groups had a distinct advantage over pugs which is why they had to divide the two.

The Premade groups have the advantage of pre-match planning and are dropping with a unified mindset and more than likely a plan or tactics.

Pugs are working with what they have. They could have 4 guys in trial mechs another 4 with only LRM decks, and who knows what else.

Sure they could communicate and better their odds, but they were doomed from the start.

Granted thats an extreme example, but it still shows that Pugs dont have pre-match advantages to make sure everyone is on the same page, and it reflects in how often organized premades easily beat Pugs. Even pugs who communicate.

Sure there are times when the Puggle stars align and they get a good group that does well against a premade or even beat them. But its not the norm.

It has been proven when they had to separate the ques in QP before, and it has always been the case in CW.

Personally I think CW should be for Units only. Dont even let the solo/casual population near it. Event or no event.

Edited by JaxRiot, 08 May 2016 - 07:02 AM.


#313 Zolaz

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Posted 08 May 2016 - 07:09 AM

Much easier to win FW defending than attacking. Using the turrets to your advantage and getting ahead early on the kill lead helps. Knowing if your enemy is going to be rushing and trying to take objectives and Omega instead of fighting works to. Using meta mechs also helps getting that damage in. Knowing not to take a Black Knight to Vitric Forge and taking a daka deck will make your life easier as well.

#314 MovinTarget

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Posted 08 May 2016 - 07:23 AM

News flash, not all units are good. Add to that sometimes we are flat out goofing off and if a group of pugs could rise above their hermit-ish predilections and work as a team they can win.

But that goes back what i said earlier, if you don't remove all the variables within you control you paint yourself in a corner. (I think we agree on that point)

I was one of the guys genuinely stoked when the split the CW queue. I don't want to make my money clubbing seals. Put them in front of us, we will but just as you have no choice but to face groups...

I advocated for 8-man +4 pug teams to allow us to train with them and hopefully give them a taste of victory.

I want this game to grow, maybe one day there will be enough players to fill both queues.

Then again maybe one day the republicans and democrats will...





nvm low hanging fruit...

View PostZolaz, on 08 May 2016 - 07:09 AM, said:

Much easier to win FW defending than attacking. Using the turrets to your advantage and getting ahead early on the kill lead helps. Knowing if your enemy is going to be rushing and trying to take objectives and Omega instead of fighting works to. Using meta mechs also helps getting that damage in. Knowing not to take a Black Knight to Vitric Forge and taking a daka deck will make your life easier as well.


Hard to anticipate when you'll get a defense though, might be a counter attack...

#315 Sabertooth1966

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Posted 08 May 2016 - 07:31 AM

Finished the scouting challenge at about 11:30 PM last nigh, Saturday. Had everything done but the intel points by Thursday evening, didn't play on Wednesday. If PGI does one of these again they really need to look at the amount of intel points needed. 180 was a bit much. I think 100 to 120 or so would of been about right to make it tough to get but not extremely grindish.

#316 mikerso

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Posted 08 May 2016 - 07:36 AM

Thanks again PGI for the event. I do wish it was a couple of days longer so I could get the invasion rewards, but it is not your job to work around my schedule.

Scouting was a ton of fun, and it brings a whole new dynamic to faction play.

Again only gripe is my own fault due to working a ton until Wednesday.

#317 Tordin

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Posted 08 May 2016 - 08:03 AM

I got my masakari champion, thanks for the event PGI, though you need to adjust the requirments next time. Most wont have the time to make even 1 of the two challnges finished. As far as I know, there are just as many folks around 20/ 30/ 40+ years as younger ones loving to pilot mechs.

We who got jobs/ school/ family/ friends/ life partners/ kids and all that stuff, wont always have the average time to complete such events. If you keep up the same requirments, AT LEAST make some general event conditions. Maybe some "Combined challenge" for both scout and invasion as well as something for the Public que as well. Giving mech grand prizes as rewards as well.

Find the golden line of challenge and reward next time and it surely will be a bigger success I bet.

#318 Scharfschiesser

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Posted 08 May 2016 - 08:27 AM

View Postp4r4g0n, on 07 May 2016 - 07:19 PM, said:

Personally, I believe the reason why solo participation is bad is fundamentally due to the totally inadequate social interaction options available in-game. Without monitoring Faction chat and participating in it or using Teamspeak to get onto faction hubs, etc it is actually very difficult to hook up with people.

However, that is a discussion for another day.

The principles of being able to have fun in CW/FP are actually pretty straightforward but does require some effort. Trying to do it the same way we get into QP will not work.


No, it isnt, atleast not for me... I couldnt care less how good "social interaction" is implemented because I simply do not want any social interaction! I am playing computer games to get a clear head from my everyday life (which is full of social interaction and that is exactly why I dont need/want any more while relaxing) and I am 100% sure, that a big group of the overall player base feels similar.

There are absolute simple and basic ways to make a game mode NOT a total desaster for "casual players" but PGI fails again and again... and they even fail at making a simple event/tournament (which is atleast another 10x easier to balance) work for casual players.
I finished 10/10 of the "Scout" part in far less than 10 hours of game play
I also finished 8/9 of the "Invasion" part in far less than 10 hours of game play
And than there is PGI, implementing a completely needless and ret*rded "win" condition, fully aware that casuals easily lose >90% of their games in Invasion mode, making me play another 30(!!!) hours (which were neither fun nor anything else I expect from a computer game) and still leaving me unfinished with 12/15 wins - A braindead monkey could have done better at "designing" this tournament!

It is stuff like that keeps players quitting this game.
I myself came back from a 4-5 month break from this game and currently I am only one step away from uninstalling permanently

Edited by Scharfschiesser, 08 May 2016 - 08:39 AM.


#319 MovinTarget

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Posted 08 May 2016 - 08:33 AM

View PostScharfschiesser, on 08 May 2016 - 08:27 AM, said:


No, it isnt, atleast not for me... I couldnt care less how good "social interaction" is implemented because I simply do not want any social interaction! I am playing computer games to get a clear head from my everyday life (which is full of social interaction) and I am 100% sure, that a big group of the overall player base feels similar.

There are absolute simple and basic ways to make a game mode NOT a total desaster for "casual players" but PGI fails again and again... and they even fail at making a simple event/tournament (which is atleast another 10x easier to balance) work for casual players.
I finished 10/10 of the "Scout" part in far less than 10 hours of game play
I also finished 8/9 of the "Invasion" part in far less than 10 hours of game play
And than there is PGI, implementing a completely needless and ******** "win" condition, fully aware that casuals easily lose >90% of their games in Invasion, making me play about 30 hours and still leave me with 12/15 wins - A braindead monkey could have done better at "designing" this tournament!


This is the first cw-based event in ages. Cw is geared towards groups as you readily admit. Get what you can out of it and enjoy the next 6 months of events that will be achievable in solo QP. They will not be able to please all the people all the time, but i am tired of the solo players pooping on a mode that they know is not solo friendly.

#320 Dee Eight

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Posted 08 May 2016 - 08:43 AM

I've found that there seems to be this mentality ingrained into players that on attack invasion matches, to just chase after the generators at all expense, every dropwave... and 90% of the time the result is the same. The defenders win... even random unit/faction player pug defenders...and often by a LARGE margin of kills. Rarely if ever do I see them make an effort to kill the defenders of each wave FIRST and then go for the generators. Its like they forget that they can also win that way.

Edited by Dee Eight, 08 May 2016 - 08:44 AM.






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