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Tuesday Patch Says Goodbye To Ghost Drops!


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#1 Jman5

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Posted 17 June 2016 - 04:36 PM

http://mwomercs.com/...-1472-21jun2016

Quote

• Uncontested Drops will no longer require that you run the match. When the Lobby Countdown timer has reached 0, and the Enemy has not answered the call, the match will automatically be decided in your favor.
• Uncontested Drops will now simply provide you with any base Contract Rewards.
• Additional Reward modifiers, such as Premium Time, Tournament Booster, or bonuses received from 'Mechs, do not contribute to the rewards from an Uncontested Drop.
• An Uncontested Scouting Drop will provide your side with 10 Intel points.
• An Uncontested Invasion Attack/Counter Attack Drop will provide your side with 1 Territory.
• An Uncontested Invasion Defense/Counter Attack Defense Drop will have no affect on Territories owned.


No more:
  • spending 2 minutes loading Emerald Taiga
  • waiting a minute and a half for the counter to hit zero because some bozo wont ready up
  • Running all over the map to kill 3 defenseless buildings
  • Waiting for everyone to exit the match and re-ready
This change will probably cut the no-show waiting by 50%. Also going to be much harder for certain factions to use the boredom of ghost drops as their primary defense.

Edited by Jman5, 17 June 2016 - 04:38 PM.


#2 Deathlike

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Posted 17 June 2016 - 05:00 PM

Still boring, having no opponent.

It doesn't fix FW as a gamemode, period.

#3 Monkey Lover

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Posted 17 June 2016 - 08:06 PM

I wish they would have just added some of the AI mechs used in the training module to kill on the ghost drops.

#4 Champion of Khorne Lord of Blood

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Posted 17 June 2016 - 08:40 PM

Ghost drops sound pretty good now at least, you get free money, your team gets free intel or a territory all without you actually having to waste time loading up a map against no one. I much prefer this. Also with the 5 minute wait rather than 40 minute teams can get back to CW with at worst a long bathroom break inbetween.

If anything they are good changes, with enough good changes we might actually revive the CW population again.

I suggest having a planet swap sides if its captured 100% and allowing the attacking team to advance rather than wait as a next feature.

#5 Karl Marlow

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Posted 17 June 2016 - 08:49 PM

It doesn't really solve the problem but its a step in the right direction. No more scrambling to change your drop deck in teh lat minute so you have a light to do a ghost drop

#6 Pat Kell

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Posted 17 June 2016 - 10:04 PM

Best change they have made in a long time.

#7 White Bear 84

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Posted 17 June 2016 - 10:36 PM

View PostJman5, on 17 June 2016 - 04:36 PM, said:

going to be much harder for certain factions to use the boredom of ghost drops as their primary defense.


This is very important.

#8 DarthHias

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Posted 17 June 2016 - 10:56 PM

Yes that´s really good.

#9 Appogee

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Posted 17 June 2016 - 11:52 PM

Thank goodness.

#10 Scoops Kerensky

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Posted 18 June 2016 - 12:14 AM

Too bad the playerbase said goodbye a while ago!

#11 VorpalAnvil

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Posted 18 June 2016 - 12:45 AM

View PostMonkey Lover, on 17 June 2016 - 08:06 PM, said:

I wish they would have just added some of the AI mechs used in the training module to kill on the ghost drops.

But scrubs would still find a way to lose.

#12 justcallme A S H

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Posted 18 June 2016 - 01:57 AM

It saves time, which is good.


But it does nothing to actually fix the core issue - no games in the first place. That's what was causing the ghost drops.

Just a band aid fix really rather Raman improvement/workable solution.

#13 C E Dwyer

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Posted 18 June 2016 - 02:07 AM

So the new way of doing things just makes ghost drops more desirable, and easier to deal with under certain circumstances

If your unit goal is to simply to win planets for the tag and the MC ( as small as it is) now you can do it with even less of a penalty.

While it now makes negative play more sort after, how does it actually make a dull play style better, or populate F.W mode more ?

Anyone who thinks this is improving the game should probably apply for a job at P.G.I

#14 Willard Phule

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Posted 18 June 2016 - 02:14 AM

Wait....I need to understand this better.

PGI added ghost drops in the first place because they didn't know how to handle it when the other team doesn't want to show up.....so, now they're removing the mechanic and everyone is saying "great change?"

Um...ok....now, how about giving the clan mechs some love with a quirk pass? We've been dealing with the unbelievable IS quirks for a while now.

#15 TWIAFU

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Posted 18 June 2016 - 02:58 AM

View PostMonkey Lover, on 17 June 2016 - 08:06 PM, said:

I wish they would have just added some of the AI mechs used in the training module to kill on the ghost drops.


While a great idea it would only take a few moments after some pugtard is killed by an AI bot for them to start crying and wanting them nerf'd or removed.

#16 invernomuto

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Posted 18 June 2016 - 03:28 AM

View PostR31Nismoid, on 18 June 2016 - 01:57 AM, said:

It saves time, which is good.


But it does nothing to actually fix the core issue - no games in the first place. That's what was causing the ghost drops.

Just a band aid fix really rather Raman improvement/workable solution.


Agreed. But during TH luckly Russ said that development for FW is not finished and probabily we'll see some significant update:

From TH notes:

Quote

Faction Play. Trying to reduce the number of buckets to reduce wait time. Basically trying to narrow it down to Clans vs IS. Russ is willing to have a roundtable conversation with 8-10 of the most significant unit leaders. Russ says FP is still not settled in to the point where they’re just going to tweak it. He’s not entirely happy with it, so significant changes are still necessary.


#17 slide

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Posted 18 June 2016 - 04:48 AM

Did nobody notice you are also taking a cut in rewards.

You only get contract rewards now. 250k assuming no contract penalty.

No bonuses for , heroes, PT or in match reward (win, turret kills). That will cost me about 200k every ghost drop, which is about all you get during OC. Not sure that this will encourage people to queue up or not. I don't even need the cbills but it has me questioning whether the 10 min wait time is worth it any more

#18 Lily from animove

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Posted 18 June 2016 - 06:17 AM

View PostJman5, on 17 June 2016 - 04:36 PM, said:

http://mwomercs.com/...-1472-21jun2016



No more:
  • spending 2 minutes loading Emerald Taiga
  • waiting a minute and a half for the counter to hit zero because some bozo wont ready up
  • Running all over the map to kill 3 defenseless buildings
  • Waiting for everyone to exit the match and re-ready
This change will probably cut the no-show waiting by 50%. Also going to be much harder for certain factions to use the boredom of ghost drops as their primary defense.



amazing we cna now afk farm CW by simply putting 12 man secondary accounts on palents without oppositions and end it without battles GG EZ exploitable.

#19 Murphy7

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Posted 18 June 2016 - 07:49 AM

Willard, did you even read the patch notes?

Many clan chassis received improved movement profile sizes, while the quirk pass was predominantly to tone down or remove IS quirks. Clans won across the board in the coming patch, I think.

#20 KahnWongFuChung

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Posted 18 June 2016 - 08:06 AM

Russ and PGI screwed up CW/FP long ago and there still to stupid to listen up on how to fix it.





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