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Wake Us Up When Cw/fp Is Some How Balanced.


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#1 Araevin Teshurr

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Posted 28 August 2016 - 04:22 PM

MWO has been up and down, good and bad, now it is so over balanced, that no InnerSphere loyalists want to play CW, they are taking contracts with clanners, just so they can be on equal footing with the clans and attack them from other clan held space.

The player base has been saying for months, hell years, that clans must be limited to 10 mechs vs 12 inner sphere mechs, the clans are supposed to have better mechs, but not as many of them, that is what made things balanced and work. PGI refuses to make the game follow lore, or be balanced, forcing IS fan boys to defect to the clan side just to bring things even. With IS forces to be punching bags in CW, more and more are going to the clan side, or just stopping playing this broken, pointless game all together.

At the very least, MWO should Input the salvage system for IS, let us start using clan mechs vs clan players.

Don't abandon the game players PGI, fix this game, make it Great Again!

Edited by Araevin Teshurr, 28 August 2016 - 04:23 PM.


#2 Tarl Cabot

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Posted 28 August 2016 - 04:55 PM

PGI can not balance things certain aspects of the game, such as the the differences between units vs pugs and faction co-ops (loyalist who group up on teamspeak/etc and tend to stick together from one drop to the next), communication or lack there of among said elements, mechs payload and mech weight, troll mechs, and whether it is a laid back peek/shoot co-op or the use of aggressive action with specific goals.

PGI can change the the tonnage for one side but all that will do is lead to mercs rotating back to the IS, the pugs would likely take longer. Then there are the event that encourage players to drop in QP/GP instead of FP.

The biggest thing though is not balance, it is that FP is not the centerpiece, with the QP being an element of it. Unfortunately I do not see PGI making any changes like that in this iteration of MWO.

#3 justcallme A S H

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Posted 28 August 2016 - 05:45 PM

View PostAraevin Teshurr, on 28 August 2016 - 04:22 PM, said:

MWO has been up and down, good and bad, now it is so over balanced, that no InnerSphere loyalists want to play CW, they are taking contracts with clanners, just so they can be on equal footing with the clans and attack them from other clan held space.

PGI refuses to make the game follow lore, or be balanced, forcing IS fan boys to defect to the clan side just to bring things even.


I think you'll find the main reason from that camp of people wanting some clan-on-clan action is simply a case of mixing it up given FP is otherwise, stale, when shooting at the same sorta mechs all the time.

I mean what do you get for marching to Terra apart from a screenshot? There is no in-game purpose, no in-game reward. The only thing you get is self satisfaction if you are a self-saucing pudding type of person.

End of the day I don't care what I'm shooting, where the contract is. As long as there is fun games, given there is no other real point to Faction Play.

#4 feeWAIVER

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Posted 29 August 2016 - 11:45 AM

Balance is fine. Play to your strengths.
This thread offers no examples of imbalance.

#5 Commander A9

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Posted 29 August 2016 - 11:54 AM

Lore is dead. We all know that.

What the fundamental problem with Community Warfare is that there is simply no incentive to play it. The planets give you nothing-not even the MC attachment is viable because it doesn't actually go to the individual. Even then, you can only take one planet at a time now, and you direction of attack rests with a few choice imprisoned pilots resigned to their faction known as "loyalists."

Community Warfare had tons and tons of people playing it when you could flip maps and switch factions at will like true mercenaries because you could actually affect the map dramatically overnight, with multiple planets to attack. No BS scouting or Long Tom. That's when it mattered, in a sense, and you had alot of matches back before Phase 3.

Now, Phase 3 slows down a faction's advance, and also kills the drive to play. It's bleeding to death, and I miss the days of ole when the big teams actually were motivated to play. When we could field 2-3-4 drop teams a night instead of struggling to scrap together barely a 12-man.

Now? You'd be lucky to find people in that game mode who consistently stick around.

I call up friends from former units, and even current units, and they're all just so disgusted with the way CW has gone that it's disappointing to see this game in this state.

Post-Op Edit, 1-SEP-16:

Actually, lemme backtrack and say there IS incentive to play: people!

Play with your people! Play together!

Edited by Commander A9, 01 September 2016 - 12:11 PM.


#6 Kin3ticX

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Posted 01 September 2016 - 06:24 AM

View PostAraevin Teshurr, on 28 August 2016 - 04:22 PM, said:



The player base has been saying for months, hell years, that clans must be limited to 10 mechs vs 12 inner sphere mechs, the clans are supposed to have better mechs, but not as many of them, that is what made things balanced and work.


Nobody really been saying that except lore purists that think lore is the fix for all problems MWO.

#7 Sjorpha

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Posted 01 September 2016 - 06:39 AM

FW has major problems , but faction balance isn't one of them.

Earlier this year balance slightly favored IS, now after scouting, rescale, Kodiak and is quirk nerfs it favors the clan side instead.

But balance in FW has been reasonably close all this time and still is, the issues are more to do with broken mechanics and lack of depth, variety and content.

Edited by Sjorpha, 01 September 2016 - 06:39 AM.


#8 Commander A9

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Posted 01 September 2016 - 12:12 PM

Well, there may be some map flaws and all that, but there is incentive to play still.

People.

Community Warfare was designed with the idea of community in mind. We can extract friends from said community and play with them!

Play for the people, boys!





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