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Mercstar And Phase 3


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#121 Ihasa

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Posted 22 May 2016 - 02:39 PM

View PostArmando, on 22 May 2016 - 01:54 PM, said:


We have not been introduced....

Hello, my name is Armando (some call me the "Cookie Warrior"). It is nice to meet you.

My friends list was over 1000 pilots last count (and that was a LONG time ago), I have friend that I play with, regularly, that span..

Canada
North America
England
Germany
Australia
Austria
Greece
New Zealand (help me unit....who am I missing here, because I know it is more than one)

Now that we have been introduced let me tell you a little more about myself..

I play a 'team only' (as in there is no option to play alone) as a team. I have spent years building my network up, and thousands of real dollars to PGI in the process.

If you see me in a game, on the other team, you are very, Very, VERY likely going to lose (Personal Win/Loss Ratio of 7.73, good for 24th best win rate in the top 1000 on the KMD Leader Board as of 05-22-16 @ 03:38pm CDT) as a result of those years of preparation (building up a network of friends, so my friends are ALWAYS online...24 hours a day, 7 days a week; being able to load out the mech that is needed when it is needed; etc).

That said, and just so we are clear.....you DO think you that PGI should force you pick 2 unit mates and say goodbye to the other 27 is still a good idea right? Would that make the game more fun for you...not being able to play with friends who are online because you for forced to split between factions?

"what I suggested works clearly for me"

Ahhhh....Now I see it, never mind, carry on.

______________________________________

Back to the topic at hand:

I think the easiest way to get more people to participate more often would be give the community enough Faction Warfare content to last a full cycle. Every attack and defense is won or lost in the first 2-3 hours leaving the rest of the cycle to chose between attacking a planet that is at 100% or Defending a planet that is at 0%.

If PGI wants to cut down on 50+ minute waits, give us something to do in the game. One attack lane per cycle isn't cutting it.


Armando you forgot Singapore and Japan, and possibly China but I haven't seen those couple of players for a little while now.

Edited by Ihasa, 22 May 2016 - 02:39 PM.


#122 Helsbane

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Posted 22 May 2016 - 02:39 PM

View PostDanjo San, on 22 May 2016 - 02:20 PM, said:

Oh my god, nice to meet an excellsior player like you, never would have thought someone with a personal win loss ratio that high would ever consider talking to a common player like myself. What a honor, i feel so blessed right now. That said, my friends list is very VERY long as well and I also have friends all over I play with and I respect. That doesnt cut to the point though. A Unit should be a Team, correct? Its a Team vs Team game, correct? Other team centered games cap teamsize for a reason. Thats why there are Drafts in major league sports. Thats why Football Teams have a cap. Thats why baseball teams have a cap. Thats why soccer teams have a cap etc.
So yes, it is a good idea to choose your teammates. Trying to ask me to choose 2 out of my 30 members there is a void request. I am below the cap of a common football roster and will hold it that way.


It's interesting to see that you're likening units in a game based on military structures to those of professional sports instead of, you know, something crazy like military units. When I was in the 3rd ACR at Ft. Bliss, I was part of Maintenance Troop, a sub unit which was over 300 strong. My particular platoon was 1st forward, a forward recovery and repair section, which was about twenty strong by itself. I had almost no contact with 2nd and 3rd forward, tech surprise, the guys at the primary motor pool, etc., but we were all part of the larger unit. A military unit.

This is a game based on militarized factions, set up by groups to emulate that sort of structure. Do you see why attempting to conceptualize structure based on professional sports doesn't quite fly here?

#123 Monodominant

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Posted 22 May 2016 - 02:39 PM

Ok, I really dont get it.

I am a new player and when I started (3 months ago) I joined SWOL. Their IS sub-unit side mind you cause I mostly was doing IS mechs.

Now SWOL is big right? Their IS side had 170 pilots while according to the forums (never joined the actual unit) the core SWOL had around 400.

Now when I say these numbers you probably quake in your boots. It means that they could have as many as 20 or even 30 groups of 12 mans dropping conceptually. Since in the example from Danjo all his unit is always online when he is.

Imagine my surprise when I generally saw 5-8 people during my timezone (EU - GMT +1) and if I stayed till 2-3 am I would see maybe a dozen. In the SWOL TS, usually we would have a single CW team going. Some times MAYBE a second... with some effort there would be a 3rd group forming but obviously not full. I think in my 3 months with SWOL I dropped as a full 12man on the IS side around... 6 times. Thats not 6 separate nights... thats a total of 6 , 30 minute drops.

As their IS side was crumbling and I had in the meantime met a few fellow Greeks that were in MS as part of the Carrion Crows, I decided last week to give it a try and join them.

Now MS, unlike SWOL, is more competitive and more active... still at any given night, I see around -3- dropships full in the TS server.

That means there are 36 MS guys dropping. Sometimes, I and other new recruits (MS-R) are with them. What differentiates me and another 12 new players from the average MWO player? Well... we might have more meta builds and we might have a good dropcaller and 1-2 good players in the group.

Thats it. There is no magic 'I Win' button that you get by being MS. Noone gave me the 'ultimate guide to winning and smashing others' when I joined. They asked me to keep some screen of good damage and sent me on my way. I paid my 9 million in the coffers (thats how much it costed for them to invite me) and that was it.

The BIG difference is that I am willing to listen, I am willing to be first mech at the gate in a push (and hence die after shooting 2-3 times if I am lucky), I join TS willingly even if I cant talk cause the missus and the little one are sleeping and I am committed to improving.

Not everyone in MS is magically good. Many are new players (as old guard eventually gets bored and leaves) and many are casuals nowadays.

The idea that 36 people (3 dropships) dropping for an evening are somehow the issue with CW is to my new joiner eyes ludicrous. One has to be a moron to even suggest it.

Saying 'get good' or 'join a unit' sounds like douchebag advice but good god thats the point of FW. Play as a team and flip planets. Merc or loyalist doesnt really matter. Being organised does. A lot of PUGs dont want and dont care to coordinate. Some time ago, I had made posts about how I lead PUGs to victory vs Organised teams of 12mans twice in the span of a couple of days. I see posts in these forums of the opposite!!! People see a premade and eject, hence ruining their teams chances!

So the issue with FW is not big units. Its egos, lack of experience and willingness to improve and a sense of self entitlement and blame culture. Its never your fault, its the fault of others cause... they banded together.

#124 Danjo San

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Posted 22 May 2016 - 02:49 PM

View PostArmando, on 22 May 2016 - 02:23 PM, said:


Don't get it twisted, I'm just a Tier 2 scrub....all I got going for me are my shiny mechs, and my unit, take away that and I am just like any other "solo" noob in the game.
2 doesn't get you to 12....so you should be excluded from units over 12 members breaking up like a senator's son from the draft. As long as it doesn't affect you, who should care...Right?

What about [edited because a great team of guys who are in it for the fun shouldn't be 'called out' directly] is sporting a .62 W/L Ratio and a .49 K/D Ratio, a real Faction Warfare PowerHouse, with 485 members. Can they keep their friends, or is it just units that win more matches than they lose that need to be forced to split up.

While there might be more [-MS-] pilots dropping at any given time, [KCom] only has 32 members and wins a much greater overall % (7.95 W/L Ratio) than [-MS-] (2.97 W/L Ratio), then there is [EVIL] with only 25 members at 6.10 W/L Ratio....they kick your butts even more than [-MS-], should they be forced to split too?

No they do not need to be split, I have no issues with effective teams. I just think units of more than 48 members are too large

#125 Randy Poffo

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Posted 22 May 2016 - 02:55 PM

View PostMischiefSC, on 22 May 2016 - 02:36 PM, said:


I would say Freelancer was a stupid idea, stupidly implemented. Again, better option was and is all the FW content in QP to play. Matchmaker involved, problem solved. That was too much work apparently so they tried to re-create the concept in Freelancers. However there were not enough solo loyalists to start them off and given that the dip in population in the Unit only queue was barely noticeable and the leaderboards showed at most 500 Freelancers before it got shut down it just wasn't enough people.

@Randy Poffo;

Yes actually PGI knew how many Freelancers were in queue waiting to drop. They have the numbers on player population after all. It was also available on the leaderboards, which showed total populations. Soloists and Freelancers were always a small piece of the population. I know that your response is 'yes but actually there were tons of players in single player units' you could actually count those up too - there were less than a hundred single player units on the leaderboard.

You can argue that the system PGI created was bad. No argument there; however the system is bad for units, soloists and everyone. That's not some glaring deficiency unique to how the solo queue was set up.

FW never appealed to that many solo players. Apparently the hope was giving them a separate queue would draw more, it didn't. FW would need a lot fixed before that would be the case and actually fixing the game to be good has never been a PGI priority.

Nope, that is not the point I would make. I don't care about the single player units, and that **** would all be recorded anyway, which is not my point.

Leaderboards only records the Freelancers who got to play. If you were a freelancer and you didn't get to play, you would not register at all. (This could *easily* happen if you had a limited time window and were not good at clicking the little button in the fraction of a second you had a chance to; unlike joining a q there is no guarantee in that call to arms system that you will *ever* land in a game even if you wait longer than other people who are quicker on the draw, and if you wanted to be sure to get a game in you'd probably give up and go to QP.) Of the Freelancers who will show up on the leader boards, the number of matches you see them play are not the number of matches they wanted to play, but only the matches they were fast enough to get into.

They do not know how many Freelancers were "in queue waiting to drop" by definition - and on this point I'm wondering if you actually know how that system worked, since perhaps you never tried it - because there WAS NO QUEUE FOR THEM TO JOIN. The whole queue interface was blocked from Freelancers. In a sense if there HAD been a queue that would have been a vast improvment. ALL that you could do was wait for a call to arms and accept it if you were fast enough.

So let's look at the data that would be available to PGI:
1) They know total population numbers and who's online. OK. And they know how many of them are freelancers (which would be almost every solo player, including the ones who never played FW, because that was what the default option was set to). But of course not all that huge number of people are waiting to play FW.

2) They know how many of those players officially classed as Freelancer were in a match and therefore by definition not waiting to play FW. What's left after you deduct these is also going to be a large number - much too large, because it's going to include every single player who hasn't changed the default setting of freelancer and some of them may simply be AFK, or waiting for a friend to get out of a match, or any number of other things that don't involve FW.

And given the way they set it up from the server side it is *impossible for them to distinguish* between Randy Poffo who is sitting there patiently waiting for a Call to Arms and Mandy Goffo who is sitting looking at the same screen but talking on the phone with her mom and having no intention to play FW. There is no interaction with the client that would allow them to tell which of us, if either, were trying to play.

So they have NO IDEA how many Mandys and how many Randys there were out of the population logged in at any given time. All they know with regard to freelancers is how many people actually got in matches. Which is not equal to the number of people who wanted to play.

Edited by Randy Poffo, 22 May 2016 - 02:59 PM.


#126 Armando

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Posted 22 May 2016 - 03:01 PM

View PostDanjo San, on 22 May 2016 - 02:49 PM, said:

No they do not need to be split, I have no issues with effective teams. I just think units of more than 48 members are too large


So I gotta ask... [again, not going to call out a great team of guys who are in it for the lulz] is sporting a .62 W/L Ratio and a .49 K/D Ratio, but have 485 pilots.....does this Faction Warfare Juggernaut really need to be split up for the sake of Faction Warfare? They have 10x the 48 you speak of....why should they be FORCED to stop playing with their friends?

You solution, and while appreciate the effort (not even joking) here, isn't the 'silver bullet' you think it is.

I want to stress, I am pleased that you are offering suggestions to fix the game and not just bashing everyone and everything....you are a credit to the community, just try to think about how your suggestion will affect everyone (not just you and the big bad Merc-Star).

Edited by Armando, 22 May 2016 - 03:04 PM.


#127 Ihasa

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Posted 22 May 2016 - 03:03 PM

View PostMischiefSC, on 21 May 2016 - 08:28 PM, said:


Okay. Here's an important lesson in human behavior for you.

People have an inherent sense of fair play. Broken or poorly designed systems are very frustrating and it doesn't take much competency in a subject to find flaws even if you can't figure out a solution.

We have a strong tendency to connect people who are advantaged by a broken system with the broken system itself. So while MS is not responsible for the broken mechanics PGI created you have been advantaged by them. Also tend to show up and do what you want, either ignoring or disregarding the 'locals' who are trying to "fix" (by working within) the broken system instead of leveraging it to their advantage.

Most people in FW likely do blame MS to some greater or lesser degree at this point. I've sat in dozens and dozens of TS at this point, every faction and a lot of units. While there are people who logically recognize the difference the overall consensus of "It's sorta your fault for exploiting it" opinion is pretty endemic.

You don't need to explain the realities of MS to me and most wouldn't care at this point. You guys have profited the most, by far, from the broken system PGI created. That's about as damning as it gets.

I voice of reason it up as much as I can but most people don't voice their opinions here but get in any TS, any faction, mention MS and you'll hear it.

It's a lot easier to tear someone down than fix something that's broken. When you can't be productive you can at least blame someone, right?



IMO a better solution is remove tagging worlds completely. You drop on a planet, participate in 10 winning matches you get the same rewards as everyone else who helped win 10 matches there. Rewards based entirely on participation and winning not on unit membership.

This motivates everyone, unit or solo, to drive a win and use teamwork. you are sharing all rewards evenly based on what you did.

With combined queue per front you remove most the premade vs pug issue. Best solution I can think of.


This seems quite appropriate and I totally see your point. When I was with STO, doing their pvp, i left my community based fleet for a pvp fleet, because they won pvp more and I wanted to be better at pvp, learn more, win more. There was one fleet though, that rattled my cage. Not because the guys were douches, in fact i liked them and play with many today because they are also -MS- members. Their guys were easily #1, #2 fleet in the game, which I respected as well. What set me off about the unit though was their wholesale embracing of the power creeping pay2win being introduced into the game at a regular basis. Why? Mostly because of my respect and love for the IP.

I shed that baggage though when coming to MWO in closed beta (with some of the very people i disliked as a fleet but lked as players and people). Now I do embrace the power creep and all too. In doing so I learned one important thing, that this is the very nature, the very essence of competitive minded people. They will flock to whatever is the best at the time, whether they want to admit it or not. It's also very basic human nature.

So in essence what you are saying though and that what i get is that people don't like people in MS for being competitive minded as a collective. Maybe they're jealous, envious or have the community more in mind like someone else said, or just think it breaks canon. They are passing judgement based off their beliefs, which they shouldn't do. The game set the standard, that's the yardstick by which -MS- should be measured.

Edited by Ihasa, 22 May 2016 - 03:05 PM.


#128 Danjo San

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Posted 22 May 2016 - 03:05 PM

View PostHelsbane, on 22 May 2016 - 02:39 PM, said:


It's interesting to see that you're likening units in a game based on military structures to those of professional sports instead of, you know, something crazy like military units. When I was in the 3rd ACR at Ft. Bliss, I was part of Maintenance Troop, a sub unit which was over 300 strong. My particular platoon was 1st forward, a forward recovery and repair section, which was about twenty strong by itself. I had almost no contact with 2nd and 3rd forward, tech surprise, the guys at the primary motor pool, etc., but we were all part of the larger unit. A military unit.

This is a game based on militarized factions, set up by groups to emulate that sort of structure. Do you see why attempting to conceptualize structure based on professional sports doesn't quite fly here?

The whole population within the game is not large enough to justify units in military proportions.
Also team sports have a set time frame, are organized by matches of teams of equal numbers, follow strict rules, have clear win loss conditions etc. All of which does not apply to military warfare and so is closer and better resembled by team sports.
So yeah, I guess my concept does fly here.

#129 Armando

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Posted 22 May 2016 - 03:13 PM

View PostDanjo San, on 22 May 2016 - 03:05 PM, said:

So yeah, I guess my concept does fly here.


Soar's just like a penguin on a clear day....if that penguin weighed 500 lbs.... and had two broken wings.

Edited by Armando, 22 May 2016 - 03:15 PM.


#130 Danjo San

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Posted 22 May 2016 - 03:13 PM

View PostArmando, on 22 May 2016 - 03:01 PM, said:


So I gotta ask... [again, not going to call out a great team of guys who are in it for the lulz] is sporting a .62 W/L Ratio and a .49 K/D Ratio, but have 485 pilots.....does this Faction Warfare Juggernaut really need to be split up for the sake of Faction Warfare? They have 10x the 48 you speak of....why should they be FORCED to stop playing with their friends?

You solution, and while appreciate the effort (not even joking) here, isn't the 'silver bullet' you think it is.

I want to stress, I am pleased that you are offering suggestions to fix the game and not just bashing everyone and everything....you are a credit to the community, just try to think about how your suggestion will affect everyone (not just you and the big bad Merc-Star).

You still seem to confuse friends and unit... you do not have to be in the same unit to drop with your friends. You can try, it works, trust me, I do it all the time. Guess what, sometimes even the Liao Juggernaut invites me to drop with them and yes, they too should be forced to split into small groups. As should the Juggernaut you are speaking of.


#131 Armando

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Posted 22 May 2016 - 03:23 PM

View PostDanjo San, on 22 May 2016 - 03:13 PM, said:

You still seem to confuse friends and unit... you do not have to be in the same unit to drop with your friends. You can try, it works, trust me, I do it all the time. Guess what, sometimes even the Liao Juggernaut invites me to drop with them and yes, they too should be forced to split into small groups. As should the Juggernaut you are speaking of.


I don't think you understand what forcing teammates to split up between factions means, or how queues work in Faction Warfare. Then again, you are a loyalest to an IS locked faction that does not have real Faction Warfare queue, so I will forgive you for your obvious ignorance.

Of course your realize your brilliant plan is also the end of [TCAF] as well, forcing them to split to the winds, resulting in your faction's one and only real team to be rendered useless too right? If it wasn't for them you couldn't hold back other IS Factions, and you damn sure couldn't hold a fart's chance in a tornado in a fight against clans without them.

Your silver bullet is looking more and more like melting ice.

That, and you have still yet to explain why a unit with 485 members with a sub .7 W/L ratio and sub .5 K/D ratio is such a HUGE treat they need to be split up into 10 different teams. If you want to really change my mind about your suggestion....explain why that unit is such a treat that need to be split literally 10 ways come Sunday?

Edited by Armando, 22 May 2016 - 03:40 PM.


#132 Danjo San

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Posted 22 May 2016 - 03:34 PM

View PostArmando, on 22 May 2016 - 03:23 PM, said:


I don't think you understand what forcing teammates to split up between factions means, or how queues work in Faction Warfare. Then again, you are a loyalest to an IS locked faction that does not have real Faction Warfare queue, so I will forgive you for your obvious ignorance.

Split Units. If you choose to wander together nothing can stop you. Not saying units should break up and distribute players evenly to all factions.
And please continue condescending, makes you shine in a good light. May your obvious arrogance be excused

#133 Armando

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Posted 22 May 2016 - 03:43 PM

View PostDanjo San, on 22 May 2016 - 03:34 PM, said:

Split Units. If you choose to wander together nothing can stop you. Not saying units should break up and distribute players evenly to all factions.
And please continue condescending, makes you shine in a good light. May your obvious arrogance be excused


So, you break them up, but allow them to stay in the same faction? How does that make ANY difference? They are still dropping together, they are still using voice communication, the results will be EXACTLY the same...they are going to beat you, again, and again, and again, and again....just like they always have?

Better condescending with an eye on how my suggestions will negatively affect units that already struggle in Faction Warfare, than someone who might but less condescending (but not by much....if at all) who's suggestion is complete and total selfishness. But hay, as long as YOU get what YOU want. F everyone else right Mr 'what I suggested works clearly for me". /wink

Edited by Armando, 22 May 2016 - 03:47 PM.


#134 Danjo San

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Posted 22 May 2016 - 04:14 PM

View PostArmando, on 22 May 2016 - 03:43 PM, said:


So, you break them up, but allow them to stay in the same faction? How does that make ANY difference? They are still dropping together, they are still using voice communication, the results will be EXACTLY the same...they are going to beat you, again, and again, and again, and again....just like they always have?

Better condescending with an eye on how my suggestions will negatively affect units that already struggle in Faction Warfare, than someone who might but less condescending (but not by much....if at all) who's suggestion is complete and total selfishness. But hay, as long as YOU get what YOU want. F everyone else right Mr 'what I suggested works clearly for me". /wink

Yes, you are absolutely right, how did I not see that. Voice communication and dropping together still work, OMG. They will continue to beat me and beat me and beat me just like they always have. Thank you for opening my ignorant Liao eyes. I should immediatly abandon my functional small unit and join a struggling megagroup to help them, plus I will only have seals to club then. Yes Instant win. Do you think my already positive wl ratio could get es excelsior as yours if I was to join a struggling megagroup?

#135 A Shoddy Rental Mech

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Posted 22 May 2016 - 04:20 PM

The problem isn't with large loyalist units like TCAF. The problem is with large merc units. Merc units should be used to fill in the inbalance between loyalist units among the factions. Merc units shouldn't be the ones creating the imbalance.

#136 crustydog

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Posted 22 May 2016 - 04:49 PM

View PostMystere, on 21 May 2016 - 11:47 AM, said:


Ahem! Isn't player behavior -- alleged player behavior, anyway -- which caused these restrictions to be added in the first place?


The key word there being "alleged..."

A lot of opinions, issued by people who did not actually understand how the game was working when it did work. Yes there was a lot of that. PGI bought into it, because they don't even understand their own game. They could not see how wrong these decisions were, and it was the blind leading the blind right over the cliff.

Scapegoating the winners as the universal cause of woe - a total loser move if ever there was one.

Did PGI bother to ask the players who play the game the most, and the best?

No, they did not. And hence, yet another disaster has unfolded.

What more can we do short of buying the company out from under them?

Capitalism ultimately provides the answer for this kind of continuous failure - it's called bankruptcy.

#137 Armando

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Posted 22 May 2016 - 06:44 PM

View PostThe Nerf Bat, on 22 May 2016 - 04:20 PM, said:

The problem isn't with large loyalist units like TCAF. The problem is with large merc units. Merc units should be used to fill in the inbalance between loyalist units among the factions. Merc units shouldn't be the ones creating the imbalance.


I'm no hero. I'm just a bad guy who gets paid to truck up worse guys (and really likes cookies).

So 'large merc units' are the problem....MS, is only 360 pilots while [nameless] merc unit is 485 strong, problem is no one has heard of [nameless] merc unit because they win less that .7 W/L ration of their games with less than a .5 K/D...not once, I have never seen one post, complaining that they are "OP" or that they are 'breaking the game'.

So, the idea that it is the SIZE of the unit is complete bull shi@t. [-MS-] is 'evil' because they win! (although not HALF as much as the actual [EVIL] mind you...who only have 25 players, and kick the average pug butt far harder, far more often than [-MS-]...over 2x more often to be exact).

Of course the dumb trucks from the "ice cleaning crew" (cuz they be so salty) are to ignorant to look at a leader board to realize that [-MS-] is far from the biggest, far from the most winning, far from the most killing, but THEY don't care about FACTS..... THEY want to split up everyone who has more than 48 players because 'the big bad -MS- touched them in a place that made them feel dirty, and left a salty substance around their eyes', even though most units are in fact over 48, and would be negatively affected by said ignorant 'ice cleaning crew' 'brilliant plan' for no other reason than they made some friends.

Asking the "ice cleaning crew" to make THEIR own friends....that would take energy and effort, and they will have NONE of that. PGI MUST GIVE THEM WHAT THEY WANT, AND GIVE IT TO THEM NOW, because they are 'entitled' little snowflakes. Tell them, "Find your own friends" and do the same.....NOPE, NOPE, NOPE....to lazy, to stupid, or is SUCH a-hats that NO ONE wants to group with them. Yeppers, THOSE are the people PGI should be going to for advice about how to fix the game. /rollseyes

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As for 'mercs' being the problem....last time I checked the website you are on is called mwoMERCS.com not mwoFACTIONS.com.

I would also like to point out that Mercenaries are "professional killers", while Factions are "gang banger's". One is cold and methodical with no country, only unit....the other is hot and emotional, where gang/street > anyone or anything.

Emotional people make mistakes while the cold, heartless, and methodical are more 'polished' about the business of killing, winning, dominating.

So, combine these things and it makes sense that "Mercenary" career would attract the cold, heartless, methodical, killing/winning machines. Game working as intended.

Don't believe me....go look at the Leader Boards. The "Best of the best" are Mercenaries (both units and pilots), The "Next of the best" belong to the Factions (both units and pilots), The "Everything Else" are the Freelancers.

If Factions want to move up the chain....recruit from the Mercenary pool. Seek out, find, then LAND "killers" and "winners" (not the same thing by the way) to fight for YOU and YOUR Faction. You would be amazed how well mercs treat the factions that treat the mercs well.

Also, out of all the Mercenary Units in the game, as far as I know, -MS- is one of the few that has fought against AND WITH every Faction in the game. The lowest rank I have with any "Faction Reputation" is "Mercenary"....with all that I have played since the drop I still have higher rank in every "non-merc" faction (higher in all Clan and Inner Sphere Factions....still).

We are not interested in your revolution princess.....we are in it for the money. Sick of getting beat down by the Merc....HIRE HIM TO WORK FOR YOU. When they kick your teeth in, it isn't personal, just business...so make them an offer they can't refuse.

Hell, you put a high enough contract out on Merc Star and I will hop on my alt and lead (I'm a 'winner' not a 'killer' by the way) YOUR team to victory against my friends all day long, they know it's not personal....just business. (to be fair, I wouldn't get out of bed to kill -MS- for less that 50 Million per day, but there IS A PRICE. Mwhahahahahhahahaha).

Don't want to hire -MS- to kill -MS-, you can always fall back to KCom, EVIL, 228, and EmP/Lords to do your dirty/wet work for you....all it takes, dem c-bills baby.

In short, don't hate the player....hire him to kick teeth in for YOU!

To PG-13 quote RR from Dead Pool... "We are like really trucked up tooth fairies...except we knock out the teeth and take the cash".

Edited by Armando, 22 May 2016 - 09:59 PM.


#138 A Shoddy Rental Mech

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Posted 22 May 2016 - 10:00 PM

View PostArmando, on 22 May 2016 - 06:44 PM, said:


Don't want to hire -MS- to kill -MS-, you can always fall back to KCom, EVIL, 228, and EmP/Lords to do your dirty/wet work for you....all it takes, dem c-bills baby.


Quit getting your MS panties in a bunch.
4 of the top 8 merc units are Jade Falcon including Kcom Evil 228.
Loyalist have no say over who to "hire"
That seems good for the game. Nice and balanced.

#139 Armando

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Posted 22 May 2016 - 10:09 PM

View PostThe Nerf Bat, on 22 May 2016 - 10:00 PM, said:


Quit getting your MS panties in a bunch.
4 of the top 8 merc units are Jade Falcon including Kcom Evil 228.
Loyalist have no say over who to "hire"
That seems good for the game. Nice and balanced.


Merc Star has already been hired by more than one faction already, 100's of millions of dollars paid by individual members from multiple factions into our coffers to be the 'bad' guys that get paid to truck up 'worse' guys. Every time we have got the job done. 100% success rate.

Make us an offer we can't refuse, offer open to any and all factions, units, individual pilots....give us enough money, tell us who you want dead, and we will make them dead. This was true today as it was CW Season 1.

If you ever ask yourself...why did [-MS-] go to THAT Faction?...chance are the answer is 'because we got paid'.

[-MS-] is not the only game in town either..... [KCom], [EVIL], [228], [EmP], [Lords].... while I don't know if they are 'for hire' right now like [-MS-], I can tell you that they can also "get the job done" at a very, Very, VERY high success rate as well; provided they have the desire to 'work'.

Want [-MS-] to drop with Ghost Bear 'The Nerf Bat'....negotiate a deal. Not only will we kill who ever you want....we will give you and your unit training in "Faction Warfare" tactics, tips, tricks. Pay me enough and I will personally train your unit's commander(s) to drop call.

In short: [-MS-] can provide all KINDS of services to the community...

...planet taking for your Faction.
...planet defending for your Faction.
...training to your Unit's troops.
...training to your Unit's commanders.

All it takes is dem c-bills baby! Negotiate a deal....it's that simple.

I used to train up folks out of the kindness of my heart, but I have found that people that put nothing in training, normally take the same out of training. If someone is PAYING for training (in this case c-bills) they will GET more out of training (people pay closer attention when they are personally invested....willing to listen, try hard to understand...., than those who are not personally invested)....at least in my experience.

People who want something for nothing can pile on the WAMBULANCE. People willing to put in the time, energy, effort, it takes to make even a small group of friends a FORCE in Faction Warfare will find a way to make it happen (I will use [EVIL] as an example of a small unit in size, but packs one HELL of a Faction Warfare punch).

[-MS-] can help units (even Faction Loyalist Units) be 'ready' to execute at a high level in Faction Warfare, consistently (including long after we have moved on). All it takes is dem c-bills baby....well that and a willingness to find 11-485+ friends, form a unit, listen, learn, practice, and execute... as a unit (all things that can be taught).

Speaking of 'being taught'...I want to send a shout out to Banditman, THE man, who provided the class room I learned my earliest MWO lessons in. Much <3 and o7 to the unit that helped me turn the corner from misguided Tier 5 'Solo Rambo', into the Tier 2 'Team Scrub' I am now. Templar's and it's members will always have a special place in my heart!!!!

Edited by Armando, 22 May 2016 - 11:24 PM.


#140 Adamski

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Posted 22 May 2016 - 11:25 PM

View PostCommander A9, on 22 May 2016 - 07:30 AM, said:

Might I ask how exactly the "broken system" of Community Warfare is being "exploited" by MercStar who are "benefiting" off of it?



The "system" is broken, because it rewards larger units more than smaller units.

MercStar "exploits" the system, by remaining as large as they possibly can, and even having a second recruiting unit that will follow them around, to keep as much of the organized population in the same faction as possible.

It is PGIs fault that the "system" is broken, because they had Leaderboards RIGHT THERE, to reward units that have better win ratio's. Instead, they tied the rewards to Planet Ownership, which is almost entirely determined by size & activity.

PGI has known about the problem for a long time, and their "fix" for it is the dumbest thing anyone could ever think of. (Recruitment Fees)





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