Although PGI has attempted to resolve a FP “dilema” by brining QP maps into FP and reducing buckets (I am glad that they are trying at least) I am afraid those changes have been enough/successful at resolving the key issues with FP.
1)PUGs stomping:
From our experience playing for last several days (cumulatively unit players played over 30 Invasion games. This is not counting QP matches) we met units only 3 times. When I am talkinga bout units I really mean one unit MJ12. That’s it. All other games were against absolute novices (most of them didn’t even have unit tags). Those guys did on average between 20 to 300 damage. We had a whole banch of games with the score 48-4, 48-5, 48-3.
This is boring for us. Pugs don’t want to play like this and they quit FP.
Possible solution:
I know many people didn’t like the idea of quee splitting but I believe this is one way of resolving an issue. Split Groups vs Groups and Pugs vs Pugs. Prohibit one man units dropping into group quee. Provide adequate revards for the “pug” quee. Allow loaylist to put contracts for mercs to defend or attack specific planets. If a contract is achieved a unit gets additional cbills and loyalty points (without having to become loyalists).
2)Clans vs IS:
There is absolutely no incentive for teams to go to IS. IS is getting destroyed. Just in 2 days IS lost already close to 20 planets (or so). IS mechs are loosing badely on trades. There in no enough range or structure buffs to close the distance to clans for the brawling range.
Tonnage buff, although was a nice addition, is not enough. Too many new players join IS because clan mechs are expensive to buy and new players opt for IS mechs.
Trial mechs in FP MUST be BANNED! Most of the builds are terrible (based around “lore”), equipped with “lurms”, have way too little armor at the front and cooling so bad that they are practically unplayable even by experienced pilots.
Probation period. New players MUST not be allowed into FP unless they play 50, 75 or 100 games. Players need to have some experience to understand the flow of game a little bit.
3)Rewards for playing FP:
Most of players (long-term) who play FP are millioners or billioners. C-bills provide little to no incentives playing FP. A lack of competition is another massive turn-off for units. MC rewards are so small that they don’t provide any incentives at all. Let’s look at a medium unit with 30 to 50 player base. A unit receives 15 MC per cycle per planet. Which means that a team earns 45 MC per day or less than 1 MC per player if a unit size is over 40 players. What is 1 MC per day? Guys, come one.
Just to sum up everything. There is a big disbalance between Clans and IS. Teams are getting tired of playing vs pugs and pugs are getting tired of getting farmed. Whilst “tag of war system” made FP a bit more diverse and exciting this is not enough to keep FP population interested. Regretably, I am afraid the new system failed to address the core issues with FP…
Edited by S C A R, 15 December 2016 - 02:39 PM.