Operation: Frontline Faction Play Event
#321
Posted 05 July 2016 - 10:56 PM
Thank you, PGI, thats a cool Move.
#322
Posted 05 July 2016 - 11:11 PM
This type of event needs to run for two weeks from the start or cut the requirements in half. PGI, please read and repeat.
#323
Posted 05 July 2016 - 11:45 PM
#325
Posted 06 July 2016 - 12:01 AM
#326
Posted 06 July 2016 - 12:08 AM
Javenri, on 05 July 2016 - 08:23 PM, said:
Just for reference, Javenri, this nut job who is quoting you right now was the first one to get really loud about the matter. At least, that's as far as I can remember. I got totally run over by the July 4th Independence Day weekend here in the USA, and had already seen it coming well in advance. I wish PGI hadn't forced a lot of people to whine about it before extending it, because they could have made it long enough in the first place to gain both a perfect initial review from me along with a whole lack of whining at them. It's almost like they're out to attract 'Bad PR', huh?
Javenri, on 05 July 2016 - 08:23 PM, said:
Heck, it needs a total extension of no less than eight days. PGI only giving five more right now is still a slap to the faces of their player base. Hell, if I wasn't half out of my mind right this minute from physical pain, I probably wouldn't be in-game right this moment.
~Mr. D. V. "There are reasons I don't pull punches with my initial reviews!" Devnull
#327
Posted 06 July 2016 - 01:43 AM
#328
Posted 06 July 2016 - 02:42 AM
#329
Posted 06 July 2016 - 02:53 AM
G SE7EN7, on 06 July 2016 - 02:42 AM, said:
In that case, PGI needs to add more time already. Between needing that (which should have been done in the first place), and the Archer release, that should be enough to spark interest. This event should NOT be ending prior to 'July 14th' anyway.
~Mr. D. V. "well-versed in knowing needed time limits" Devnull
#330
Posted 06 July 2016 - 03:45 AM
As Mercenary we were able to switch from IS to Clan after finishing roughly the 1st half of the event, so I have seen it from both sides. We have a 2 man unit and have just finished mastering our clan dropdeck, so our mechs were pretty much on the same level. I am a casual player (Tier 4) and my skills did not get better during the switch between IS and Clan.
After finishing it I like to share my experiences in CLAN vs. IS FP. This is all my personal opinion, but I think I have some valid points. Fell free to disregard, though.
1. Long tom is hated by everybody.
I have played with or against Long Tom and it s***ed both ways:
- The really great thing that makes FP fun is the coordination in the team, it is usually the safer and more intriguing way to win. Long tom is attacking really fast, making it impossible to regroup after scattering. By this way it kills Teamplay along with 1-6 mechs.
- It is impossible to avoid it, maybe I am not a elite player but I got nuked a few times anyway, even if the damage is reduced and I was really trying to avoid it or take some red dots with me.
- If long tom is blowing away mechs for you there is no need for any Teamplay on the other side as well. There may be ways to use Long Tom against its owner, but I only see people talking about that, never ever seen it work.
- As long Tom is blowing away mechs your match score will suffer, less gain less pain - same waiting time before the drop.
- I have chatted with a lot of people both IS&CLAN, PUGs&Members of bigger Units against or with Long tom and I have not met ANYBODY who said "hey long tom ist cool" or even only "Hey, long Tom is not that bad" This is not a comprehensive analysis but gives a hind how many Players think about LT...
Results in the game:
- as soon as long tom is present first the one Against LT then the side with LT stop dropping. (except new players who don't know what long tom is, and who will most likely not come back, as they find them self confronted with a unit that really wants this planet and a god weapon)
2 Scouting
I really enjoy this gamemode by now. The stormcrows are strong in scouting, sure, but a group of IS brawlers (e.g. Griffin/Oxide) can take them down. It is really important for the team to show up with the right mecs, as it usually ends in a smokedive or brawling.
The main difference is that clans have a high number of players who show up in Stormcrows, while on the IS side you have a wilder mix of mechs that just might not work so good, resulting in more clan wins I guess.
3 Balance IS/Clan
After starting with IS I always felt like Clan is so much better. After playing both sides I think they are balanced quiet good. The fact that clans are way better at long distance can be reduced by not getting into a long range fight. The ability to mount more weapons/ton in a clan mech is somewhat negated by more structure on the IS side.
After playing both sides (28 games invasion; 64 games scouting) I feel they are pretty good balanced. This was all during a short time period, so I don't think my personal skill has changed a lot.
It all comes down to coordination of the team being the most important factor for a success, and personal skill & adequate builds being of less relevance.
As you get a nice statistic of all FP games, and as I am a fan of charts I looked at the data a bit more closely and was surprised to see that I have scored more dmg and score on the clan side:
Statistic from 14 games on each side:
Clan: Average Score: 212,7
IS: Average Score: 174,9 (82%)
Clan: Average DMG: 993,1
IS: Average Score: 918,5 (92%)
I got more Kills on the IS side, though:
Clan: Average Kill Most Damage : 1,6 (100%)
IS: Average Kill Most Damage : 2,1 (132%)
The statistic makes some sense, the IS dmg is better concentrated (lower laser burn times, one AC shell), while the Clan mechs can mount more weapons/heatsinks and are a bit more fragile. Whatever the statistic says, it fells quite balanced for me, I got blown away on both sides quiet often.
4. Extension of the event
After extending the event, how about adding some addition rewards for the players who finished everything already? Might keep the FP populated a bit more this weekend...
See U on the battlefield, hopefully your ctback through my scope.
#331
Posted 06 July 2016 - 04:14 AM
I'd be happy if LT took twice as long. (Once for every 2 Sat Sweeps)
It steals our kills.
#332
Posted 06 July 2016 - 04:33 AM
If scouting actually had something remotely to do with scouting, probably I could be bothered. But 4vs4-Skirmish where you just cannot bring anything else than a 55-ton Mech is a bit boring. But at least no Long-Tom craziness.
Good luck everyone
#333
Posted 06 July 2016 - 04:42 AM
PFC Carsten, on 06 July 2016 - 04:33 AM, said:
If scouting actually had something remotely to do with scouting, probably I could be bothered. But 4vs4-Skirmish where you just cannot bring anything else than a 55-ton Mech is a bit boring. But at least no Long-Tom craziness.
Good luck everyone
Uhm... Excuse me? A 55-ton Mech isn't needed. This stuff can be done with any Mech weighing 35 tons to 45 tons. I get the impression you haven't had more experience with lighter Mediums?
~Mr. D. V. "#ScrewTheMeta" Devnull
#334
Posted 06 July 2016 - 04:57 AM
I agree that some extra rewards for players that already finished the event would be nice.
#335
Posted 06 July 2016 - 06:40 AM
#336
Posted 06 July 2016 - 06:47 AM
At the end of the day though, my regret is many of these events, and it happens in other games too, end up just being a grind...
It feels more like work than a game.
#337
Posted 06 July 2016 - 06:58 AM
D V Devnull, on 06 July 2016 - 04:42 AM, said:
~Mr. D. V. "#ScrewTheMeta" Devnull
No, I do not excuse you. Get into scouting mode, listen to the tryhards cursing you for ruining their game because you didn't bring dat GRF-2N oder SHD-2 in their preferred respective configuration.
#338
Posted 06 July 2016 - 07:28 AM
Best results I've had have been with all 50+ mechs, 2 tanky, 2 not so much. Great pilots do well in any mech, but if you are only "ok" in lights, you'll die on scouting a lot.
Event scouting is probably brawl/kill based anyway on purpose for metrics. And does it matter that for a few days play is a bit different? Variety gents... and population, don't forget that.
Oh, and since I've bothered to post:
Long tom = OP and silly. I've even had CJF apologise more than once for having it...
How about alternatives that aren't direct kill steals/OP massacre?? A flock of UAVs around the areas contested (chosen from a set of locations like intel spawns), turret pod drops on choke points, how about a battlefield wide EMP that disables enemy targeting for 5-10 seconds? Things that give a significant advantage instead of the easy mode win cannon?
#339
Posted 06 July 2016 - 07:55 AM
#340
Posted 06 July 2016 - 08:05 AM
Scarfoot, on 06 July 2016 - 03:45 AM, said:
As Mercenary we were able to switch from IS to Clan after finishing roughly the 1st half of the event, so I have seen it from both sides. We have a 2 man unit and have just finished mastering our clan dropdeck, so our mechs were pretty much on the same level. I am a casual player (Tier 4) and my skills did not get better during the switch between IS and Clan.
After finishing it I like to share my experiences in CLAN vs. IS FP. This is all my personal opinion, but I think I have some valid points. Fell free to disregard, though.
1. Long tom is hated by everybody.
Nope, I dont hate it .
2 Scouting
Not too bad of a gamemode, but the IS whiners are getting on my nerves .
3 Balance IS/Clan
Balance ain´t bad . IS has slight advantage .
Statistic from 14 games on each side:
14 games per side looks like a meagre samplesize to me .
4. Extension of the event
Stopped caring for events a long time ago, so not an issue for me .
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