Operation: Frontline Faction Play Event
#181
Posted 03 July 2016 - 02:30 AM
please extend the event to the next weekend.
#182
Posted 03 July 2016 - 03:00 AM
*cries some moar*
#183
Posted 03 July 2016 - 05:22 AM
K19, on 02 July 2016 - 05:18 PM, said:
True http://www.sarna.net...Mobile_Long_Tom :S
So you want the LongTom on the map? Like an O-GEN? It fires unless its blown up? =D
#184
Posted 03 July 2016 - 05:35 AM
Terrastras Rex, on 03 July 2016 - 05:22 AM, said:
So you want the LongTom on the map? Like an O-GEN? It fires unless its blown up? =D
Not a bad idea if its going to be so powerful... its just a secondary objective that the owning team opts to defend or not... i am will to bet teams that want a real match will roll out the red carpet for the enemy to take out their LT so a real match ensues.
#185
Posted 03 July 2016 - 06:08 AM
#186
Posted 03 July 2016 - 06:21 AM
MovinTarget, on 03 July 2016 - 05:35 AM, said:
Good idea...
I like it
#187
Posted 03 July 2016 - 06:30 AM
Ryllen Kriel, on 01 July 2016 - 06:00 PM, said:
As a side note we Canadians are also celebrating our July 1st holiday, Canada Day. Time factor seems to be down to length of time it takes to drop...there are only 4 planets in contention at any time and it still takes forever (20 min. plus).
#188
Posted 03 July 2016 - 07:09 AM
#190
Posted 03 July 2016 - 08:12 AM
#191
Posted 03 July 2016 - 08:36 AM
Edited by Conn Man, 03 July 2016 - 08:36 AM.
#192
Posted 03 July 2016 - 09:11 AM
- As of yet, played 45 qualifying (IS vs Clan) scouting matches total and won 15 of them.
- Played 12 scouting matches just today and got only 2 wins. I still need 5 more wins to complete the challenge but I'm not gonna keep playing for today. Today's frustrations made me sick of the game.
- Played 3 invasions, won once, lost twice.
- All those matches lost, both scouting and invasion alike, were due to crappy coordination (or total lack thereof) of pugs.
- Stormcrows etc. can easily be defeated if played as a group. In my experience clan mechs seem pretty balanced.
- Pugs vs teams are usually auto-fail.
- Clans have more teams (because they have less players?) and play better as teams.
- The game rewards coordination more than anything. Which is how it is supposed to be. However this means Faction Play is mostly an exercise in futility and frustration for solo players and small units. Granted, this is a hard problem to solve but must be solved. In its current incarnation, command wheel is almost useless. In the heat of the battle you can't really mark targets to pile on etc. It needs to be improved drastically but I'm not sure whether a greatly improved future command wheel using pugs can equal a voice chatting team.
I think the crux of the issue is that Faction Play is supposed to be the end game yet it sucks at it. Compared to quick play waiting times are longer, rewards per hour are less and frustration for pugs/small teams/solo players is more. On the other hand quick play is the same old same old; you can't really use many different tactics/strategies, so it gets boring after some time.
I used to be a paying player but I've stopped paying altogether because at this point I don't see much fun in playing any mode. It is obvious that I'm going to play less and less. No need to spend any more money and time until at least either fp or quickplay is made fun.
Edited by Lucky Rookie, 03 July 2016 - 09:15 AM.
#193
Posted 03 July 2016 - 09:32 AM
#194
Posted 03 July 2016 - 09:48 AM
Edited by DropshipPilot, 03 July 2016 - 10:00 AM.
#195
Posted 03 July 2016 - 10:09 AM
I agree, Long Tom taking out fresh mechs is devastating, It should only be up in the most extreme cases of succesful scouting. Most of time I log on it is active on the Planets being attacked by the clans. Obviously there are many reasons, but one undoubtedly is the Streakcrow. Piloting a Streakcrow is "easy" taking them down is "hard". Thats why the IS fails. I never go scouting solo for IS vs. Clan. It is close to an Auto-Loss. Choices some IS Pilots make just fail me. especially if you know you have to expect a full set of Streaknoobs.
Going up with my Teammates we used to oxidize them before the resize. Now post-resize the Jenny is huge and Streaks feel more concentrated and it seems the SideTorsi are blown off more easy. So now we drop with Griffns 2N ECM + SRM + Flamers. Cook and blast ... however going against streakcrows in that loadout is far from a "sweep" it is still a hard battle and you have to play very concentrated.
On an alternative Account I purchased a Streakcrow and took it for a spin against IS ... easy, one sweep after another. 9 out of 10 matches ... easymode.
You can jump in Solo, Streakcrow by itself is a valid addition to the team even if the others field Cheeters, Adders, or whatnot.
Fast agile easy to pilot, easy to kill. Thats whats causing the imbalance. Also the fact that vaild IS Choices that "work" against Streaknoobs usually require an XL-Engine, to meet the speed, and damageoutput ... IS XL Is much more vulnerable than the clan counterpart.
#196
Posted 03 July 2016 - 10:11 AM
#197
Posted 03 July 2016 - 10:20 AM
Thats what i have been saying, if pug v pug, streak crows will roll, but once you get coordinated IS teams, they are not an auto win. They are not an auto loss either...
Clans have an advantage at lower skill "tiers" but once people know what they are doing, focus fire... they are gimped by their lack of aim and slow cd.
Edited by MovinTarget, 03 July 2016 - 10:29 AM.
#198
Posted 03 July 2016 - 10:37 AM
#199
Posted 03 July 2016 - 11:00 AM
Eric Wulfen, on 03 July 2016 - 10:37 AM, said:
The real problem is that teamwork and coordination are simply that much more important in CW, and yet there is no way to enforce it.
Solo droppers can't reasonably expect to win unless they are fortunate to drop with a large group that can carry a lot of the weight. On the other hands the big groups complain if that feel they have to carry pugs.
My proposal is this:
Have scenarios for solo, pairs, lances, 8-man, and 12-mans. Based on your group size, you can queue for any scenario for which you do not exceed the size(can't queue for a lance scenario with a group of 6, but yes to an 8 or 12-man scenario).
GROUPS RESERVE THE RIGHT TO NOT BE COMBINED WITH OTHERS BUT AT THE EXPENSE OF FLEXIBILITY AND MOST LIKELY QUEUE TIME. So you would be able to queue for any scenarios except for exactly the one you are sized for. Additionally, this means the group is making a conscious decision to include pugs but can limit it to rounding out an 8 man versis picking up 5 for a twelve man.
The more players in a scenario, the more impactful the victory will be for the planet. This means the stakes aren't so critical until you are in an 8man or 12man. You can still contribute by doing solo missions which would be either duels or essentially pve vs AI.
#200
Posted 03 July 2016 - 11:24 AM
However, I will drop this challenge on Russ Bullock. If PGI posts a youtube video of a team of PGI staff with pugs (picked up through the matchmaking) filling out the team playing invasion as IS against an organized Jade Falcon team who has long tom on the clan side, I will buy an ultimate Cyclops pack.
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