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Mercstar And Phase 3


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#181 crustydog

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Posted 23 May 2016 - 12:27 PM

View PostDanjo San, on 23 May 2016 - 05:56 AM, said:


The issue is big merc units moving as a whole are creating a population based imbalance. Your unit has more players than the top three liao loyalist units combined.




The size of the unit or faction is entirely irrelevant. You need to learn the truth of this.

What is relevant is how many FW players you can deploy during a given phase, and how well those players play. This has nothing to do with unit, or even faction size.

KCOM seldom deploys more than a full 12 man at any given time - sometimes there is a 12, and a couple of 4's or so. The thing is their win rate tops 97%, and as such, they are highly effective.

MS deploys 2 or 3, 12-man teams during NA phase, and usually 1 or less during the other two phases. We win around 87%. We are slightly less efficient than KCOM, but we generally deploy about twice as many FW players. KCOM gets 97%. We get 87% times 2.= 174%

Last night Steiner deployed 1-3 12's against us during the last hours of the NA phase, while we deployed only 2 teams for three hours prior to ceasefire. We did not warp the outcome, we won most of the few battles that we waged. One of their 3 teams kept winning a wedge, while one of our 2 teams kept winning it back. We took the planet to 100%, and kept retaking any wedges lost after that.

Also, we had help in the form of other Faction players and teams, so we did not do this alone.

---------

It is a simple matter of unit and faction coordination - coordinating to put 12-man FW teams onto the field and actually drop.

Then you also have to do some actual winning.

MS understands that to take a planet efficiently, 3 x12 man teams is an optimal number. That's 36 coordinated players, working together to capture wedges. Even KCOM has difficulty opposing such a force alone, though they can certainly make us work very hard for our results. We can lose every fight to KCOM, and still win the planet if our other two teams win their fights against the non KCOM players. Every time KCOM wins one, we win two.

If your tiny 50 man unit cannot put 36 players on the map for an entire single combat phase, you are much less likely to take a planet. Truth be told, to take planets consistently, like MS does, you need many more committed FW players, with a much higher participation rate per player. MS needs a membership of 360 players, plus the 100 or so MS-R trainees, to deploy 36 each night. That is the real math. When active participation = about 8%

MS cranks out those FW numbers, because we play FW. Our participation rate per player is just high enough to field, on average, 1 to 3 teams in every NA phase. Very few other units in the game actually do this, though I've no doubt many of them think they do.

228 is a huge and elite unit. Ask them how many 12 mans they are deploying in FW every night.

SWOL is a much larger unit, ask them how many 12 mans they are deploying in FW every night.

Faction size means nothing, and unit size means even less than nothing. The only thing two things that count are first, your ability to actually coordinate some 12 man teams and get them onto the field, and second, the win rate of those players once they actually are on the field.

You say we go to another faction and suddenly we warp the FW outcomes, with our 36 winning players.

Perhaps that faction had exactly no winning FW players before we got there?

Perhaps that faction had all kinds of players, but they did not coordinate and win well enough to capture a planet?

How many ghost bear teams are putting coordinated 12 man teams on the field for the entire phase right now? Teams that are also winning?

--------

You attack MS because MS plays FW exactly the way it is supposed to be played, failing to understand that the root cause of your own lack of success lies in your inability to gather and coordinate the appropriate number of troops to achieve the same outcomes on your own.

Is your elite 12 man winning every fight? So what. Are you winning enough wedges to take and hold the planet? That is the bottom line in FW. If you haven't learned how to do that yet, that is not our fault.

Perhaps your troops lack the required commitment to get the job done? Perhaps your unit cannot attract enough qualified players? Perhaps you cannot actually lead and manage a large enough group to deploy the required 12s?

Your argument about the size of our unit (and all other large units) is entirely bogus. Factions and units that fail to perform do so entirely out of their own lack of coordination, participation and skill. Nothing more, nothing less.

We continue to prove the truth of this every night, with our meager handful of FW players.

Wipe the salt from your eyes, for it has clouded your vision.

Accept the responsibility for your failure and do what is required to turn it around.

You want to start winning? Fine. Get yourself some achievers and get down to work.

That's the only magic formula there is.

Edited by crustydog, 23 May 2016 - 12:37 PM.


#182 feeWAIVER

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Posted 23 May 2016 - 12:52 PM

Moral of the story: Zerg2Win?

#183 JaxRiot

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Posted 23 May 2016 - 01:02 PM

View Postcrustydog, on 23 May 2016 - 12:27 PM, said:


The size of the unit or faction is entirely irrelevant. You need to learn the truth of this.

What is relevant is how many FW players you can deploy during a given phase, and how well those players play. This has nothing to do with unit, or even faction size.

KCOM seldom deploys more than a full 12 man at any given time - sometimes there is a 12, and a couple of 4's or so. The thing is their win rate tops 97%, and as such, they are highly effective.

MS deploys 2 or 3, 12-man teams during NA phase, and usually 1 or less during the other two phases. We win around 87%. We are slightly less efficient than KCOM, but we generally deploy about twice as many FW players. KCOM gets 97%. We get 87% times 2.= 174%

Last night Steiner deployed 1-3 12's against us during the last hours of the NA phase, while we deployed only 2 teams for three hours prior to ceasefire. We did not warp the outcome, we won most of the few battles that we waged. One of their 3 teams kept winning a wedge, while one of our 2 teams kept winning it back. We took the planet to 100%, and kept retaking any wedges lost after that.

Also, we had help in the form of other Faction players and teams, so we did not do this alone.

---------

It is a simple matter of unit and faction coordination - coordinating to put 12-man FW teams onto the field and actually drop.

Then you also have to do some actual winning.

MS understands that to take a planet efficiently, 3 x12 man teams is an optimal number. That's 36 coordinated players, working together to capture wedges. Even KCOM has difficulty opposing such a force alone, though they can certainly make us work very hard for our results. We can lose every fight to KCOM, and still win the planet if our other two teams win their fights against the non KCOM players. Every time KCOM wins one, we win two.

If your tiny 50 man unit cannot put 36 players on the map for an entire single combat phase, you are much less likely to take a planet. Truth be told, to take planets consistently, like MS does, you need many more committed FW players, with a much higher participation rate per player. MS needs a membership of 360 players, plus the 100 or so MS-R trainees, to deploy 36 each night. That is the real math. When active participation = about 8%

MS cranks out those FW numbers, because we play FW. Our participation rate per player is just high enough to field, on average, 1 to 3 teams in every NA phase. Very few other units in the game actually do this, though I've no doubt many of them think they do.

228 is a huge and elite unit. Ask them how many 12 mans they are deploying in FW every night.

SWOL is a much larger unit, ask them how many 12 mans they are deploying in FW every night.

Faction size means nothing, and unit size means even less than nothing. The only thing two things that count are first, your ability to actually coordinate some 12 man teams and get them onto the field, and second, the win rate of those players once they actually are on the field.

You say we go to another faction and suddenly we warp the FW outcomes, with our 36 winning players.

Perhaps that faction had exactly no winning FW players before we got there?

Perhaps that faction had all kinds of players, but they did not coordinate and win well enough to capture a planet?

How many ghost bear teams are putting coordinated 12 man teams on the field for the entire phase right now? Teams that are also winning?

--------

You attack MS because MS plays FW exactly the way it is supposed to be played, failing to understand that the root cause of your own lack of success lies in your inability to gather and coordinate the appropriate number of troops to achieve the same outcomes on your own.

Is your elite 12 man winning every fight? So what. Are you winning enough wedges to take and hold the planet? That is the bottom line in FW. If you haven't learned how to do that yet, that is not our fault.

Perhaps your troops lack the required commitment to get the job done? Perhaps your unit cannot attract enough qualified players? Perhaps you cannot actually lead and manage a large enough group to deploy the required 12s?

Your argument about the size of our unit (and all other large units) is entirely bogus. Factions and units that fail to perform do so entirely out of their own lack of coordination, participation and skill. Nothing more, nothing less.

We continue to prove the truth of this every night, with our meager handful of FW players.

Wipe the salt from your eyes, for it has clouded your vision.

Accept the responsibility for your failure and do what is required to turn it around.

You want to start winning? Fine. Get yourself some achievers and get down to work.

That's the only magic formula there is.


Ok so wait...

You admit that you need those huge numbers in order to field 3 drops. And you also admit that being able to field 3 drops is how you are able to take planets..

You also admit that other good Units like KCOM can give you a run for your money and even stop you, but hopefully the other 2 drops will be winning against lesser skilled Units or Pugs allowing you to take planets by sheer numbers..

But then you go on to say that Unit size doesnt matter and its all about skill?

And then you even go on to say that its all about how many drops a Unit can field regularly?

Which is it?

Numbers dont matter but yet numbers are how you win?

Hey look, you want to be in a large Unit then fine. CW is what it is. I cant change it and chances are its not going to change any time soon.

But it looks like youre all over the map in that post.

Edited by JaxRiot, 23 May 2016 - 01:08 PM.


#184 Contrex

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Posted 23 May 2016 - 01:05 PM

So you realy mean that MS is nearly as strong as KCom? :-)

#185 Saint Scarlett Johan

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Posted 23 May 2016 - 01:25 PM

View PostContrex, on 23 May 2016 - 01:05 PM, said:

So you realy mean that MS is nearly as strong as KCom? :-)


On a strategic scale, yes.

Can't win a war with only the Green Berets. You need the run-of-the-mill Leg in large numbers, too.

#186 MischiefSC

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Posted 23 May 2016 - 01:30 PM

Well, they can do it with 2 12mans and often do.

Math nerd that I am I crunched the numbers when I did my mechbay tour and spent 2 weeks with MS.

Average turnaround for matches for most teams is about 24 minutes. Average turnaround for MS is closer to 16 minutes. Quite simply they win matches almost 33% faster than other teams on average - this lets them put up results comparable to another 12man team from any other group when they're running 2 or 3 12mans.

It's the magic of the dunk. Combine that with them spending almost no time between matches (you drop with MS you're expected to have your **** together and ready to drop when you get added to the group) and you have the mechanics of zerging wins.

That and MS will ghost a planet. Many groups and factions just won't. MS will. They know what they're there for; winning matches in FW and they do whatever does that best. I have immense respect for MS' approach to winning FW. KCom is the best team, player for player, and hands down the best, no question no contest, at driving wins while carrying (driving is probably a better word) pugs and mixed groups. MS is the best at flipping worlds.

MS dominates the game, flawed as it is, that PGI designed. That's the source of the hate - PGI made a really ****** game for FW that's nothing like they promised and people WANT it to be something better, so they play it as they wished it was. MS plays FW as it is and as such dominates. So they're the clearest symptom of the mixture of incompetence and contempt with which PGI pinched off FW onto the community.

#187 MechPorn

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Posted 23 May 2016 - 01:46 PM

View PostJaxRiot, on 23 May 2016 - 01:02 PM, said:



Ok so wait...

You admit that you need those huge numbers in order to field 3 drops. And you also admit that being able to field 3 drops is how you are able to take planets..

You also admit that other good Units like KCOM can give you a run for your money and even stop you, but hopefully the other 2 drops will be winning against lesser skilled Units or Pugs allowing you to take planets by sheer numbers..

But then you go on to say that Unit size doesnt matter and its all about skill?

And then you even go on to say that its all about how many drops a Unit can field regularly?

Which is it?

Numbers dont matter but yet numbers are how you win?

Hey look, you want to be in a large Unit then fine. CW is what it is. I cant change it and chances are its not going to change any time soon.

But it looks like youre all over the map in that post.


It's the -MS- Philosphy...say two things on both sides of the fence, so they can vilify themselves and can point to being right either way.

#188 Armando

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Posted 23 May 2016 - 02:05 PM

View PostKoshirou, on 23 May 2016 - 01:10 AM, said:

Duh.

Nominal unit size is irrelevant. That goes without saying. Active FP player base size is relevant - and it's larger for MS than for any other unit, as obvious from the stats. That "485 player unit" you refer to is not less relevant because their W/L ratio is so low - it is less relevant because their active participation (in terms of FP games played) is not even 1/10th that of MS*.
Neither is the ratio of nominal size to active participation relevant. KCom has 31 members. EVIL has 24. Compared to their unit sizes, they pull off far, far more games than MS (or any other unit, basically.)

* Counting MS-R here, by the way.


I wish I could say I am shocked that the ignorant masses want PGI to punish others for what.... participating?...but I'm not. That is what most of this all boils down to, people are PISSED that there is a group of pilots that play the game together, OFTEN. Of course PGI should punish such blatant trolls....what kind of jerk play a game, with friends? PUNISH THEM NOW!

I say this because we have established that -MS- isn't the largest unit (whom no one cares about).
We have established that -MS- isn't the unit that wins the most.
Nope, people are salty because they play Faction Warfare...often.

PGI would be stupid to NOT punish people for playing their game often, oh wait....that sounds as stupid as it is.

#189 JaxRiot

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Posted 23 May 2016 - 02:08 PM

View PostMechPorn, on 23 May 2016 - 01:46 PM, said:

It's the -MS- Philosphy...say two things on both sides of the fence, so they can vilify themselves and can point to being right either way.


Ya but there is nothing wrong with what they are doing currently.

Its the game mode thats buggered up, not MS. Its not like they are exploiting some broken game mechanic. They are just playing.

However I do see why they could get very defensive. They have to see that these large Merc Units can be harmful to an already suffering game mode and probably trying to deflect any heavy changes that might affect them negatively.

We already know that PGI isnt going to make huge changes to CW, but they can still make significant changes behind the scenes.

Like hard member caps on Mercs and not Loyalists. Nerfing of Merc rewards. Greatly extended contracts to prevent massive unified movements of the Mercs.

Lots of things they can do by just changing some numbers around.

Maybe they see the possibility of those things happening and are trying to prevent them. I cant say for sure.

#190 Adamski

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Posted 23 May 2016 - 02:34 PM

View PostJaxRiot, on 23 May 2016 - 02:08 PM, said:


Ya but there is nothing wrong with what they are doing currently.

Its the game mode thats buggered up, not MS. Its not like they are exploiting some broken game mechanic. They are just playing.

However I do see why they could get very defensive. They have to see that these large Merc Units can be harmful to an already suffering game mode and probably trying to deflect any heavy changes that might affect them negatively.

We already know that PGI isnt going to make huge changes to CW, but they can still make significant changes behind the scenes.

Like hard member caps on Mercs and not Loyalists. Nerfing of Merc rewards. Greatly extended contracts to prevent massive unified movements of the Mercs.

Lots of things they can do by just changing some numbers around.

Maybe they see the possibility of those things happening and are trying to prevent them. I cant say for sure.


All PGI needs to do is make all the MC earned in a faction go to the #1 unit on the leaderboard for win ratio. Or maybe a 60% 30% 10% split among the top 3 units for win ratio.

Then people will either play with their friends, or they will split into competitive units across all 10 factions to get the best rewards.

If they did that, they could even remove the Recruitment Fees, and Faction / Contract break cooldown, since players would be encouraged to spread out and find the faction leaderboard that they can best dominate.

EDIT: They wouldn't need any type of Unit Size cap either, because Units would no longer be rewarded for having the largest & most active players.

Edited by Adamski, 23 May 2016 - 02:35 PM.


#191 Monodominant

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Posted 23 May 2016 - 02:36 PM

View PostJaxRiot, on 23 May 2016 - 01:02 PM, said:


Ok so wait...

You admit that you need those huge numbers in order to field 3 drops. And you also admit that being able to field 3 drops is how you are able to take planets..

You also admit that other good Units like KCOM can give you a run for your money and even stop you, but hopefully the other 2 drops will be winning against lesser skilled Units or Pugs allowing you to take planets by sheer numbers..

But then you go on to say that Unit size doesnt matter and its all about skill?

And then you even go on to say that its all about how many drops a Unit can field regularly?

Which is it?

Numbers dont matter but yet numbers are how you win?

Hey look, you want to be in a large Unit then fine. CW is what it is. I cant change it and chances are its not going to change any time soon.

But it looks like youre all over the map in that post.


Is KCOM the only unit willing to stand up? Cause in the example he gave it was three 12 mans of MS and 1 of KCOM that was winning. Where were the other units? Why didnt they throw in and keep the planet, support KCOM and fight? Judging by this and other thread they were choosing not to drop to artificially choke out the offensive. Kudos for that. Great 'loyalty' to your faction.

Nothing stops anyone from recruiting, training, drop calling and winning. Its not a secret thing only MS could do... every unit can open the gates and recruit. Casuals, skilled players, veterans and newbies alike... but if a certain unit, big or small decides to focus on CW of course they should get more rewards vs a casual or QP focused unit. You put the time, you get the benefit. As simple as that...

On a side note... that video from 2012 about CW sure makes it seem awesome. I wonder what went wrong...

As a last point regarding this whole topic.

This situation reminds me of politics and how the 'rich' or the goverment enjoys prosperity.

The private sector employees complain that public employees have too many rights, too many days off, too much job security. They dont ask to get the same... they ask that public employees get less.

Lower class - day labourers complain that immigrants come in and take their jobs.

Public employees complain that the public is rude and that they dont get paid enough for the work they do.

Noone ever complains that the rich are rich and that the system is rigged from the beginning. They fight amongst themselves about the scraps of the pie and completely ignore who stole the pie, now claims to own the pie and has the dog chase off those who demand some of the pie.

In this analogy... PGI is the rich/goverment and we the players have managed to divide ourselves in all those little groups and fight each other instead of turning our attention to the issue at hand... the problems with FW and the lack of directions and willingness for them to be fixed by PGI.

Edited by Monodominant, 23 May 2016 - 02:39 PM.


#192 Adamski

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Posted 23 May 2016 - 02:40 PM

View PostMonodominant, on 23 May 2016 - 02:36 PM, said:


Is KCOM the only unit willing to stand up? Cause in the example he gave it was three 12 mans of MS and 1 of KCOM that was winning. Where were the other units? Why didnt they throw in and keep the planet, support KCOM and fight? Judging by this and other thread they were choosing not to drop to artificially choke out the offensive. Kudos for that. Great 'loyalty' to your faction.

Nothing stops anyone from recruiting, training, drop calling and winning. Its not a secret thing only MS could do... every unit can open the gates and recruit. Casuals, skilled players, veterans and newbies alike... but if a certain unit, big or small decides to focus on CW of course they should get more rewards vs a casual or QP focused unit. You put the time, you get the benefit. As simple as that...

On a side note... that video from 2012 about CW sure makes it seem awesome. I wonder what went wrong...

As a last point regarding this whole topic.

This situation reminds me of politics and how the 'rich' or the goverment enjoys prosperity.

The private sector employees complain that public employees have too many rights, too many days off, too much job security. They dont ask to get the same... they ask that public employees get less.

Lower class - day labourers complain that immigrants come in and take their jobs.

Public employees complain that the public is rude and that they dont get paid enough for the work they do.

Noone ever complains that the rich are rich and that the system is rigged from the beginning. They fight amongst themselves about the scraps of the big table and completely ignore who stole the pie, now claims to own the pie and has the dog chase off those who demand some of the pie.

In this analogy... PGI is the rich/goverment and we the players have managed to divide ourselves in all those little groups and fight each other instead of turning our attention to the issue at hand... the problems with FW and the lack of directions and willingness for them to be fixed by PGI.


With a limited pool of players willing to both play FW AND seek to play competitively / continually improve themselves & follow the META.

Having a unit that's Known for being BIG, and having PGI reward BIG units, means that anyone that is smart is going to go where all the other players already are, making other Units recruitment efforts less effective.

This isn't -MS- fault, this is PGI's fault for rewarding BIG units instead of GOOD units, and then complaining that Units are getting too BIG.

#193 Monodominant

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Posted 23 May 2016 - 02:48 PM

I agree with that. Victories should be the primary decider.

At the same time though, you cant blame MS that not all MWO players want to follow a drop caller and play as a team or even play FW. When I first played this game (3 months ago) I went to try FW and got badly stomped until I realised what is going on. I could have either chosen to stop playing altogether, or stop playing FW or get better and join a unit. I chose the last option but I wouldnt blame MS if I had chosen another option. Just preferences.

As for limited pool. Well, not everyone is or wants to be in the big units though. Not everyone good is in big units for sure. There are far more (numerically) competent players in small units than all together in MS. Thats why MJ12, KCOM and many others do so good. Small & elite vs Big & varied. If anything... how do you split 15 MC to 400 players?

Edited by Monodominant, 23 May 2016 - 02:58 PM.


#194 DaFrog

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Posted 23 May 2016 - 02:58 PM

PGI h8s loyalists
Big merc units h8 loyalists
Loyalists h8 loyalists,
even pugs h8 loyalists;

and we get crap pay for a high risk job.

nIn

#195 Commander A9

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Posted 23 May 2016 - 03:08 PM

View PostJaxRiot, on 23 May 2016 - 01:02 PM, said:


Ok so wait...

You admit that you need those huge numbers in order to field 3 drops. And you also admit that being able to field 3 drops is how you are able to take planets..

You also admit that other good Units like KCOM can give you a run for your money and even stop you, but hopefully the other 2 drops will be winning against lesser skilled Units or Pugs allowing you to take planets by sheer numbers..

But then you go on to say that Unit size doesnt matter and its all about skill?

And then you even go on to say that its all about how many drops a Unit can field regularly?

Which is it?

Numbers dont matter but yet numbers are how you win?

Hey look, you want to be in a large Unit then fine. CW is what it is. I cant change it and chances are its not going to change any time soon.

But it looks like youre all over the map in that post.


"Admit?" As if it's some grand conspiracy? What exactly are you trying to pen MercStar guilty of? Its own success?

Look, you can have anywhere between 50 and 500 guys in a single unit, but really, if you can field enough people to fill and/or rotate out on a regular basis to keep a consistent "12-man dropship" fighting on the planet, then you've got a chance of taking it.

Especially if you can have more than one "12-man dropship" focusing on the planet.

More especially if you can get a solidly intact team of 12 players to stay up for 2-3 hours and continuously deploy to a planet.

MercStar knows how to do this. MercStar knows how to succeed at taking planets, and the proof of our success is in the map.

What? You got your unit recruiting cost, your limited numbers of planets to attack, your scouting missions, your loyalist bonuses. What more do you want done to handicap MercStar?

Do you really think MercStar taking itself off the Community Warfare line is going to make things any different? If we did, people would just get dominated by a different team.

Who would you rather fight? Us? Or NKVA? Or KCOM? Or 228th?

MercStar will not change the manner in which it drops against our enemies because we've found what works, and we won't cater to the enemy. Do not expect us to throw matches. Do not expect us to "let you win." Do not expect us to hold ourselves back simply because people are whining about losing to us all the time.

I don't see the worst of major basketball teams arguing with sports commissioners because they keep losing. And arguing with the referee isn't going to help. I see these teams trying to draft better players, coming up with better plays, and devising better strategies to help them win. Consider doing the same.

Edited by Commander A9, 23 May 2016 - 03:14 PM.


#196 Bud Crue

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Posted 23 May 2016 - 03:54 PM

This thread...geebus, what a waste of time and text. In that spirit, allow me to add my 2 c-bills.

We all know what the root problem is: bad game design, but we don't have any other choice if we want to play something more immersive than QP. But by all means, blame MS for playing the game. Seriously that's the complaint? That MS plays to much, and with too many, in this game mode that most of you seem to find so utterly disappointing?

Talk about misguided.

How about instead of kvetching about MS, you complain DIRECTLY to PGI about the real problem: a bad design that has driven so many people away that a group capable of fielding a couple of 12 mans can dominate the game. Or just keep mentally stroking off about the evil of MS. They seem to mind being your personal villain about as much as PGI seems to pay attention to these forums; that is to say: not at all.

#197 Khereg

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Posted 23 May 2016 - 03:58 PM

View PostJaxRiot, on 23 May 2016 - 01:02 PM, said:


Ok so wait...

You admit that you need those huge numbers in order to field 3 drops. And you also admit that being able to field 3 drops is how you are able to take planets..

You also admit that other good Units like KCOM can give you a run for your money and even stop you, but hopefully the other 2 drops will be winning against lesser skilled Units or Pugs allowing you to take planets by sheer numbers..

But then you go on to say that Unit size doesnt matter and its all about skill?

And then you even go on to say that its all about how many drops a Unit can field regularly?

Which is it?

Numbers don't matter but yet numbers are how you win?



Numbers do matter.

Skill also matters.

The ability to take planets efficiently means winning most of your matches and dropping quickly with enough people to flip the sectors even in the face of superior numbers mounted against you. MIschief learned a lot when he dropped with us. He knows how we do it.

KCom is able to slow us down effectively because they bring a lot of skill to the game. Against a typical -MS- 12-man comprised of a mix of ability and some new recruits, they'll win most of the time. On those rare occasions when some of our better players get together in a single drop, we can give them a run for their money. But those occasions are rare and, I hate to say, getting rarer by the day. Most of our more skilled players aren't dropping FP much any more - me included.

Armando probably didn't speak as clearly as he could have. It definitely takes both a sizable active player base and enough skill to win most of the time to have the kind of influence -MS- does in FP.

None of this is new. I gave away the recipe for success immediately after Tukkayid 2:
http://mwomercs.com/...13#entry4865413

Edited to add: Pay special attention to the expanded discussion of point #3 in the linked post.

Edited by Khereg, 23 May 2016 - 04:01 PM.


#198 Adamski

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Posted 23 May 2016 - 04:43 PM

I think what has so many players so salty is that PGI is talking out of both sides of their mouth on this issue:

PGI claims that they don't want units that are 500+ members (whether they are all under a single tag, or multiple tags that function as an alliance)

PGI places all the rewards in FW into tagging planets, which anyone could tell you, is best accomplished by having the largest number of active players under the same banner. What you lack in pure skill, opponent skittles will provide in sheer numbers.

PGI then punished EVERY unit with the new useless Recruitment Fee, which heavily penalizes less active casual units, but did nothing to slow or impede MS from being able to recruit (MS even created a secondary recruitment unit for testing potential recruits to see if they are worth the fee, and to get around unit size caps, while still always remaining in the same faction making them functionally the same unit)

All the blame should be directed at PGI, but there will always be some spillover salt for those that benefit from PGI's idiocy.

#199 Randy Poffo

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Posted 23 May 2016 - 06:33 PM

View Postcrustydog, on 23 May 2016 - 12:27 PM, said:

Wipe the salt from your eyes, for it has clouded your vision.

Accept the responsibility for your failure and do what is required to turn it around.

Wait. Are you actually saying this while at the same time this all started with a cryfest about how MS can't get matches any more because they win too quickly?

Cmon now you crusty ol' dawg, if you think the way you're playing is a good mesh for the system - how it's intended to be played - then a thread like this shouldn't have been started in the first place.

But on a more serious note, there is an aspect of this that is NO DIFFERENT FROM ANY OTHER GAME. And that is, if you win too much, too quickly and too easily, you don't get to play as much - whether your winning was fair or not. Y'all need to make a choice between playing with the organization you have on the one hand or having more matches to play on the other. And then wipe the salt from your own sweet eyes and don't complain about the results of that decision.

#200 Commander A9

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Posted 23 May 2016 - 06:48 PM

No, the issue is that people blame MercStar and the big teams for problems with the game-problems that are developer-created and entirely out of our control.

Here's another issue. PGI doesn't listen to the big teams because they aren't the majority customer. They prioritize catering to the random solo player because there's more of them than teams and he's the one who puts up money-he buys one pack, gets his fill, then leaves, which makes way for the next random solo player who buys a hyped-up mech pack.

The problem is that the solo player drops in Community Warfare, gets plastered, then leaves, calling the game mode stacked, slanted, broken, and cursing the name of the team that beat him.

Whereas the major teams actually stick with the game mode even when they lose. And yet PGI dismisses what the big teams have to say because PGI's already made their money off the big team players.

Instead of going to pugs and randoms first, PGI ought to take the value of the voice of the major teams because these are the guys who are going to stick with the game come win, loss, or new game mode style.

The truth is...pugs need the big teams to keep the Community Warfare mode alive...and the big teams need the pugs to fill gaps in their lines because they can't fight on every sector at once.

Edited by Commander A9, 23 May 2016 - 07:00 PM.






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