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What Can Be Done To Keep The Is Playing Fw?


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#1 McMurl

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Posted 14 December 2016 - 05:31 PM

So i really enjoy playing Faction warfare, and this most recent patch made FW pretty awesome. Problem is, it seems like the clans are more organized or just doing better all together, but i dont think this is because of balance. More tonnage, most mechs can take more damage per ton and their weapons are great for applying their full damage in a more accurate fashion, etc. Clans only really have a (small) range advantage and can fit more weapons due to less tonnage per heavy weapon.

What can be done to keep the IS interested? 10 v 12? 48 mechs vs 36 mechs? it really just seems the IS just isnt as organized as the clans, so they keep losing

#2 Snazzy Dragon

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Posted 14 December 2016 - 05:36 PM

Equal numbers both sides. Period.

Now, if IS warriors would STOP BRINGING LRMS, they might do better and take advantage of all those extra quirks they get.

Then, for the meta boys, give them more advanced IS tech; PPC capacitors, rotary AC5s, ER lasers for mediums and smalls, etc

And to top it off, STOP INTRODUCING CLAN MECHS FOR A BIT. Introduce some new, good IS mechs for a change!

Also fixing the fundamentally bad gameplay of Invasion might help

Edited by Snazzy Dragon, 14 December 2016 - 05:37 PM.


#3 Monkey Lover

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Posted 14 December 2016 - 05:42 PM

The last patch killed cw for loyalist. There is no reason to join a faction, there is no real reason to care about planets.
There is no reason to stay up late fighting.

Sorry but there is nothing you can do to fix this game mode. It will die out slowly.

#4 Aiden Skye

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Posted 14 December 2016 - 05:55 PM

Most of the top units are playing clans. When they switch to IS the reverse happens and clans get pushed back. I don't play FW in a premade and I lose way more matches than I win....it can be really discouraging.

#5 LordNothing

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Posted 14 December 2016 - 05:55 PM

our single bucket has a hole in it. its going to drain out when the new car smell is gone.

i thought this tug of war system would lessen the number of one sided unit v pug games, but it really hasn't. clan side just seems to have all the talent. you might stem this a little and give all is side contracts a +20% bonus until the numbers level out.

Edited by LordNothing, 14 December 2016 - 06:04 PM.


#6 SuperFunkTron

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Posted 14 December 2016 - 05:57 PM

View PostMonkey Lover, on 14 December 2016 - 05:42 PM, said:

The last patch killed cw for loyalist. There is no reason to join a faction, there is no real reason to care about planets.
There is no reason to stay up late fighting.

Sorry but there is nothing you can do to fix this game mode. It will die out slowly.



I believe the title was asking for potential solutions to fix the mode, not to show off how big of a dump you could take on the topic.

#7 Monkey Lover

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Posted 14 December 2016 - 06:23 PM

View PostSuperFunkTron, on 14 December 2016 - 05:57 PM, said:



I believe the title was asking for potential solutions to fix the mode, not to show off how big of a dump you could take on the topic.


There is no way to fix a 1 bucket system.

Basically remove the patch and start over with what everyone asked them to do for the last year.

Edited by Monkey Lover, 14 December 2016 - 06:24 PM.


#8 Baulven

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Posted 14 December 2016 - 06:27 PM

The problem is mercs like to all jump on one side or another. If mercs were not able to continue taking contracts with the heavily populated side (or if the population is increased by mercs they can no longer take contracts) more of the larger groups would be forced to fight each other.

Then again to get true numbers PGI would need to implement something that says "has played FP in the last 30 days" to count towards population.

The fact that the mercs can go where they please (which always seems to be the same side) is what makes it an issue.

#9 Lyoto Machida

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Posted 14 December 2016 - 06:43 PM

View PostBaulven, on 14 December 2016 - 06:27 PM, said:

The problem is mercs like to all jump on one side or another. If mercs were not able to continue taking contracts with the heavily populated side (or if the population is increased by mercs they can no longer take contracts) more of the larger groups would be forced to fight each other.

Then again to get true numbers PGI would need to implement something that says "has played FP in the last 30 days" to count towards population.

The fact that the mercs can go where they please (which always seems to be the same side) is what makes it an issue.


Well, the website IS called mwoMERCS.com for a reason... Posted Image

#10 Cabusha3

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Posted 14 December 2016 - 06:45 PM

View PostBaulven, on 14 December 2016 - 06:27 PM, said:

The problem is mercs like to all jump on one side or another. If mercs were not able to continue taking contracts with the heavily populated side (or if the population is increased by mercs they can no longer take contracts) more of the larger groups would be forced to fight each other.

Then again to get true numbers PGI would need to implement something that says "has played FP in the last 30 days" to count towards population.

The fact that the mercs can go where they please (which always seems to be the same side) is what makes it an issue.


Yup, the top tier players DON'T want to fight each other. They prefer to farm pugs, so they all join the same side. They've been doing this for all of faction warfare.

Not much more to say really.

#11 El Bandito

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Posted 14 December 2016 - 06:47 PM

View PostMcMurl, on 14 December 2016 - 05:31 PM, said:

So i really enjoy playing Faction warfare, and this most recent patch made FW pretty awesome. Problem is, it seems like the clans are more organized or just doing better all together, but i dont think this is because of balance. More tonnage, most mechs can take more damage per ton and their weapons are great for applying their full damage in a more accurate fashion, etc. Clans only really have a (small) range advantage and can fit more weapons due to less tonnage per heavy weapon.

What can be done to keep the IS interested? 10 v 12? 48 mechs vs 36 mechs? it really just seems the IS just isnt as organized as the clans, so they keep losing


Unless they address the vast performance difference between pug CW team and pre-made CW team, nothing is gonna motivate the majority of the playerbase to try out CW.

PGI at best can try to entice players using CW events.

I'm gonna join the Clans in 4 days, after being IS loyalist for over 2 years. Gonna have a lot of fun with the new skill tree system next year, with my meta Clan mechs.

Edited by El Bandito, 14 December 2016 - 06:49 PM.


#12 chucklesMuch

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Posted 14 December 2016 - 07:04 PM

Does the favour of the monthly mech effect merc contracts selection?

#13 I_AM_ZUUL

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Posted 14 December 2016 - 07:07 PM

its surprisingly simple... get rid of the garbage FW maps. thats the sum total of what needs to be done

#14 Karl Marlow

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Posted 14 December 2016 - 07:16 PM

View PostEl Bandito, on 14 December 2016 - 06:47 PM, said:


Unless they address the vast performance difference between pug CW team and pre-made CW team, nothing is gonna motivate the majority of the playerbase to try out CW.

PGI at best can try to entice players using CW events.

I'm gonna join the Clans in 4 days, after being IS loyalist for over 2 years. Gonna have a lot of fun with the new skill tree system next year, with my meta Clan mechs.


I'm really fighting hard with myself not to do that. Generally speaking I strait up do better when I pilot clan mechs when compared to IS ones. My skill doesn't change. The tech does. The two main reasons I havnt gone clan in FW is I like Marik, which was removed, and I generally like how inner sphere mechs look over clan.

I'm just not seeing much reason to keep bashing my head against this particular wall aside from me just being a stubborn SOB.

Edited by Karl Marlow, 14 December 2016 - 08:07 PM.


#15 Ghogiel

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Posted 14 December 2016 - 07:19 PM

Firstly there is a new clan mech, so unit leaders pick clan so their members can use the new shinies.

View PostEl Bandito, on 14 December 2016 - 06:47 PM, said:


Unless they address the vast performance difference between pug CW team and pre-made CW team, nothing is gonna motivate the majority of the playerbase to try out CW.

People around here actually want CW to be about large rofl stomp groups farming pugs or even larger spam gen rush units that tag planets. Under the guise of "we brought leet unit/ more numbers, CW is about competitive, gid gud, having bigs units is healthly for the game"
Which just sounds good, then you realise it's at the expense of 90% of the playerbase.

#16 SuperFunkTron

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Posted 14 December 2016 - 07:20 PM

After some thought, I realized that an old idea had floated earlier may offer some help and help reduce the overuse of the "OP" clan power mechs.
The original outline for the idea is here:
https://mwomercs.com...__fromsearch__1
But some modifications to adapt the new setting could be applied:
Mechs could be labeled as more "clan specific" and thus limit the variety of mechs that people from a particular clan could take in. This would create a meaning to the faction chosen. An example of how this idea would be how the Ice-ferret and timberwolf are typical Wolf mechs while the night gyr and kodiak aren't. A system could be set up in which you are allowed to choose only one "atypical for your clan mech" (maybe a second with a c-bill penalty) so as to force a diversity of mechs amongst the bucket as well as further accentuate the personalities of each of the factions regardless of what side they are on. People will get some idea of what they can expect from their opponent when they see their affiliation, but will also not be 100% sure based on the "atypical mech" they are allowed to choose.

This is just a rough description of the idea, but I think its application would have some nice effects in creating a sort of "known strengths and weakness" for each group as well as develop play styles that are more faction specific.

Of course the same idea can be applied to the IS factions, but I don't know enough of their typical mechs to write out the example.

#17 SlyJJ

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Posted 14 December 2016 - 07:29 PM

All clan tech is superior to IS techinevery way. Period.

You keep asking the same question, but dont like the answer.

In short, you want people to continue to play at a disadvantage to you. Even the balance.

#18 Davers

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Posted 14 December 2016 - 07:41 PM

It does not help matters when the Clans keep getting shiny new assault mechs and the IS is only getting a medium, ANOTHER 65 tonner, and possibly an undisclosed light mech- surely none of these are going to inspire fear on the battlefield.

#19 SuperFunkTron

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Posted 14 December 2016 - 08:07 PM

View PostDavers, on 14 December 2016 - 07:41 PM, said:

It does not help matters when the Clans keep getting shiny new assault mechs and the IS is only getting a medium, ANOTHER 65 tonner, and possibly an undisclosed light mech- surely none of these are going to inspire fear on the battlefield.


I still find atlases and cyclops' pretty fearsome

#20 Monkey Lover

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Posted 14 December 2016 - 08:08 PM

View PostKarl Marlow, on 14 December 2016 - 07:16 PM, said:

I'm really fighting hard with myself not to do that. Generally speaking I strait up do better when I pilot clan mechs when compared to IS ones. My skill doesn't change. The tech does. The two main reasons I have gone clan in FW is I like Marik, which was removed, and I generally like how inner sphere mechs look over clan.

I'm just not seeing much reason to keep bashing my head against this particular wall aside from me just being a stubborn SOB.


It might be best just to go merc atleast you will keep playing. I been stubborn and basically stopped playing the game. I will stay marik or quit....

Edited by Monkey Lover, 14 December 2016 - 08:09 PM.






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