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Nova-Vember Event Post-Mortem


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#1 A Shoddy Rental Mech

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Posted 15 November 2016 - 11:24 AM

Having pugged this event on both sides, here are a few observations.

1. Player population.
Even an event can't draw players into FW like it used to. Didn't run into any 12 mans and only one 11 man. Most groups seemed to be of the 3-4 man variety.

2. An individual pilot could earn more MC in 24 hours than a whole unit can for holding a planet for the same 24 hours.

3. Player distribution
Getting drops on the I.S. side (especially scouting) was so much easier. Clan scout groups stacked 3 or 4 deep and I.S. has 3-4 call to arms. I could get 3-4 I.S. scouting drops in the time it took me to get 1 clan drop.

4. Trial mechs.
I.S. trial mechs are crap, especially for scouting . Non-ecm spider and 2ppc panther ewwww.
But at least the I.S. had the trial crab. No trial Nova for a Nova event? WTF?

5. Scouting event didn't reward winning or playing the objectives(no rewards for collecting intel points) thereby turning it into team death match. Just what faction warfare shouldn't be.

6. Overall gameplay.
Pug play wasn't any better or worse on either side. Other than the trial spiders, the only thing that really stood out was a lurm scout claiming "i do damage" when the rest of the team was dead. There was the usual lack of aggression and poor tactics on both sides.

Going forward items 2,3, and 4 really need to be addressed by PGI. Better rewards for units.
Better balance - population and tech. Give people reasons to go I.S.

#2 exiledangel

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Posted 15 November 2016 - 11:38 AM

one step would be to give the I.S a tonnage advantage over the clans that would bring up the I.S population some but not a lot

example of the tonnage

invasion
250T clans
260T I.S

scouting
55T Clans
60T I.S

#3 latinisator

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Posted 15 November 2016 - 12:11 PM

View Postexiledangel, on 15 November 2016 - 11:38 AM, said:

one step would be to give the I.S a tonnage advantage over the clans that would bring up the I.S population some but not a lot

example of the tonnage

invasion
250T clans
260T I.S

scouting
55T Clans
60T I.S

The key is NOT to raise the tonnage but to reduce it for Clans. As always, I vote for Clans can bring 3 waves only at a tonnage of 200t. (or 220t)

That said, also having played the event on two accounts, I think the IS could use a better training: aim for the legs of the Clan Mechs. Win.

#4 AnTi90d

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Posted 15 November 2016 - 12:29 PM

I was honestly surprised at the lack of activity in Invasion/Counterattack on Sunday and Monday. I logged on, Sunday night, to see queues of 0/0 (from what I was able to perceive in Kurita.)

I liked this batch of Scouting rewards being based solely on X matches a day with a minimum score of Y.. but that's because I truly despise scouting. 4v4 medium-class TDM is more enjoyable, to me, than playing hide-and-go-run-away.

I really wish that we didn't have the trial crabs for the event. Whenever I saw the drop screen as having 2-3 trial crabs, I let out a heavy sigh and embraced our inevitable defeat. (IS pugs, especially southern IS pugs, are usually the potatoiest of potatoes. I blame our mechs for being less expensive so new players usually join the IS out of utility.)

#5 nehebkau

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Posted 15 November 2016 - 01:09 PM

View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

Having pugged this event on both sides, here are a few observations.

1. Player population.
Even an event can't draw players into FW like it used to. Didn't run into any 12 mans and only one 11 man. Most groups seemed to be of the 3-4 man variety.


Most of your planets were scouted to long-tom and most didn't want to play in that environment -- blame your faction.

View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

2. An individual pilot could earn more MC in 24 hours than a whole unit can for holding a planet for the same 24 hours.

Charge the enemy, do 60 damage four times and collect your MC -- doesn't promote decent game play.

View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

3. Player distribution
Getting drops on the I.S. side (especially scouting) was so much easier. Clan scout groups stacked 3 or 4 deep and I.S. has 3-

That has nothing to do with game balance issues for scouting or KDK3s -- move along.

View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

4 call to arms. I could get 3-4 I.S. scouting drops in the time it took me to get 1 clan drop.

I think that is because of your #3 above.

View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

4. Trial mechs.
I.S. trial mechs are crap, especially for scouting . Non-ecm spider and 2ppc panther ewwww.
But at least the I.S. had the trial crab. No trial Nova for a Nova event? WTF?

The last time there was a trial nova the scrubbies would alpha the 12 C-ERMLS and blow themselves up at drop. "Sorry guys I was just testing my weapons"


View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

5. Scouting event didn't reward winning or playing the objectives(no rewards for collecting intel points) thereby turning it into team death match. Just what faction warfare shouldn't be.

Can we think of Two other QP game modes that are the exact same way? PGI hasn't fixed them since ... for ever .. so don't hold out hope for scouting.


View PostThe Nerf Bat, on 15 November 2016 - 11:24 AM, said:

6. Overall gameplay.
Pug play wasn't any better or worse on either side. Other than the trial spiders, the only thing that really stood out was a lurm scout claiming "i do damage" when the rest of the team was dead. There was the usual lack of aggression and poor tactics on both sides.

Going forward items 2,3, and 4 really need to be addressed by PGI. Better rewards for units.
Better balance - population and tech. Give people reasons to go I.S.


PGI completely lost the balance aspect of the game when they went with a QP that mixed clans and IS and settled on everything being 12 vs. 12.. If you set a bone wrong, it doesn't matter how many braces, bandages or compression aids you use -- the bone wasn't set correctly and the limb won't work well until you go back and reset the bone properly.

Edited by nehebkau, 15 November 2016 - 01:11 PM.


#6 QStar

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Posted 15 November 2016 - 01:33 PM

I liked the event. That being said, I couldn't get enough IS invasion drops because when i was on, often there were no opponents for invasion..

#7 A Shoddy Rental Mech

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Posted 15 November 2016 - 05:25 PM

View Postnehebkau, on 15 November 2016 - 01:09 PM, said:


Most of your planets were scouted to long-tom and most didn't want to play in that environment -- blame your faction.


Charge the enemy, do 60 damage four times and collect your MC -- doesn't promote decent game play.


That has nothing to do with game balance issues for scouting or KDK3s -- move along.


I think that is because of your #3 above.


The last time there was a trial nova the scrubbies would alpha the 12 C-ERMLS and blow themselves up at drop. "Sorry guys I was just testing my weapons"



Can we think of Two other QP game modes that are the exact same way? PGI hasn't fixed them since ... for ever .. so don't hold out hope for scouting.




PGI completely lost the balance aspect of the game when they went with a QP that mixed clans and IS and settled on everything being 12 vs. 12.. If you set a bone wrong, it doesn't matter how many braces, bandages or compression aids you use -- the bone wasn't set correctly and the limb won't work well until you go back and reset the bone properly.


Clan Ghost Bear is not my Faction. I am a one man merc unit . During the event I took contracts with all 4 clans.. Starting out in Smoke Jag there was not enough people to form groups or had to endure long wait times. Jade Falcon was the opposite problem. Too many people sitting I ques leading to long wait times. Ghost Bear happened to provide a good middle ground.

The trial nova is a crap mech. Especially for beginners. There is no reason for this game to have trial mechs that aren't reasonably built. But to not have one available for this event is bad form.

People complain about the long wait times. I did not make reference to clan mech vs I.S. mech balance. As that can't really be judged in pup drops. I can however commnt on the population imbalance, which leads to long wait times. If PGI does nothing to address the balance issues, the the FW revamp will suffer the small fate as the previous phases.

#8 nehebkau

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Posted 15 November 2016 - 06:14 PM

View PostThe Nerf Bat, on 15 November 2016 - 05:25 PM, said:

I can however commnt on the population imbalance, which leads to long wait times. If PGI does nothing to address the balance issues, the the FW revamp will suffer the small fate as the previous phases.


And that is the crux of the whole debacle.

#9 Alteran

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Posted 15 November 2016 - 06:42 PM

View Postnehebkau, on 15 November 2016 - 01:09 PM, said:

PGI completely lost the balance aspect of the game when they went with a QP that mixed clans and IS and settled on everything being 12 vs. 12.. If you set a bone wrong, it doesn't matter how many braces, bandages or compression aids you use -- the bone wasn't set correctly and the limb won't work well until you go back and reset the bone properly.


Amen.

Give us QP filters and allow us to play same tech only or mixed tech.

Quit putting a bandaid on everything.

#10 justcallme A S H

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Posted 15 November 2016 - 07:15 PM

The event, as IS, sucked. It always does.

Most players bring rubbish mechs, rubbish builds. Any then they wonder why they get facerolled. Even if they do bring the right mechs they don't know to shoot lets even if you tell them. They'd rather spread their SRM griffin dmg all across the face of a NVA/SCR and take 3x as long to kill a target.

Clanners obviously bring the most suitable. SCR/NVA and now a Huntsman. The pinpoint NVA is boss above all either way and build right, incredibly efficient.

Hence I don't scout unless I have at least 1 other mate with me. 2 IS mechs working together can take out 2 Clan mechs faster IMO... But it takes again, a lot more skill..

#11 LordNothing

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Posted 16 November 2016 - 05:32 AM

the biggest buzzkill for me is the rate which one climbs the trees. phase 1 and 2 i was going up at a good rate just doing pug drops. if the rewards were there people would come, what about 5mc victory pay? participate in 5 victories with minimum score requirements in one phase, get paid 5mc. or at the very least increase the rate of lp/rp progress. its painfully slow.





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