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Fix For Cw? 4.x Is Lost, For 5.x Why Not Try Bringing Back The Lore


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#1 AccessTime

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Posted 16 December 2016 - 03:46 AM

CW is falling back into it's old rut, as long as the clans keep winning, most of the good pilots will flock to them, b'cos people want to win. Stomps are no fun for the losing side, so players go back to QP and no one cares anymore. Minor tonnage adjustments, etc. aren't going to change that, you could be fighting 300IS tons vs. 240 clan tons and the clans would still win if they had the large groups and the quality pilots. In the end, population drops, people stop playing and CW is a wasted game mode. Nothing short of taking away the choice of who to serve would bring back the balance, and no one wants that.

What the game really needs is a game mode that could bridge the gap between CW and QP. Maybe they can bring back the map and planets at some point, but right now that doesn't really add much to the whole thing. Players just want decent battles and a game mode that is fun over the long term.

Even if quality flocks to the clans, that doesn't have to be a bad thing, consider the lore of the 5 competing clans that bid for planets. No drop decks or respawn, dynamic tonnage requirements would preclude them, instead CW is just a mode by default pits 3 IS lances (12 mechs) against 2 clan stars (10 mechs). Dynamic tonnage requirements set by the match builder (every 8 hour cycle) to try to keep the games as close to 50/50 win/loss over the long term. It seems like this is technically achievable with the current interface. Maybe even keep the old drop decks (without any tonnage restrictions on the drop deck itself) as a way of letting players submit multiple mechs to the drop queue.

If queues are taking too long for clans who want to drop with heavies and assaults, open up the choices of 2 IS lances (8 mechs) versus a single clan star (5 mechs) and even 3 IS lances (12 mechs) versus a single clan star. It seems like even 12v5 could be a cool game mode if the 12 are going up against mainly dire wolves, kodiaks, and the occasional night gyr and ebon jaguar.

I hope they consider something like this for 5.X b'cos while 4.X has some positives and potential, it's still flawed when it comes to balance and feedback.

#2 Count Zero 74

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Posted 16 December 2016 - 03:47 AM

Show me on the paperdoll where the big bad Clan mech touched you !!

#3 Positive Mental Attitude

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Posted 16 December 2016 - 10:20 AM

Forced 50 ...

Nah

#4 Andi Nagasia

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Posted 16 December 2016 - 10:50 AM

sadly this wouldnt work, more is always better than less,
5KDKs vs 12SDRs the SDRs would win, the 5 are just not fast/numorus to beat them,

and this would also force all in the mode to take the best Clan Assault to compete,
so you would get only KDKs fighting what ever the IS brings,

lets assume all KDKs get 600Damage(because they are fighting lights(1shots) thats 3000Damage,
now lets assume each Spider gets 400Damage(KDKs are big and slow(easy Targets) thats 4800Damage,

also the Lights and Bait Flank and Kite the KDKs where the KDKs have to hit them,
if they are Brawl Lights maybe, if their Ranged Lights, no Contest KDKs lose,
Edit-

Edited by Andi Nagasia, 16 December 2016 - 10:51 AM.


#5 MischiefSC

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Posted 16 December 2016 - 11:37 AM

Because in lore the whole balance was based around the concept that an average pilot could shoot 6 Medium Lasers at you at 160m, only 3 would hit and they would hit random locations.

That is lore. That is exactly what a lore environment would be.

Also that bigger mechs are 99% of the time always superior.

Also that being a Clan pilot required you to be at *least* 33% better than average for IS pilots, so that would put only the top 20% of players (by stats) who should be piloting Clan mechs, nobody else even gets the chance.

Ah, and every player only gets 1 mech. Ever. No stable of mechs. All current wealth and income cut by 1/100 and you pretty much need to sell your existing mech to buy another.

Only stock builds for IS. No liquid metal mech lab.

It would require completely changing the mechanics of the game.... which would end up a terrible game because a FPS is not a turn based strategy game.

#6 justcallme A S H

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Posted 16 December 2016 - 12:50 PM

Soon as I saw 'lore' ... I knew this would be a topic that would be absolutely pointless.

And, as usual, silly suggestion that is simply not going to work in a FPS.

#7 Monkey Lover

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Posted 16 December 2016 - 12:55 PM

View PostCount Zero 74, on 16 December 2016 - 03:47 AM, said:

Show me on the paperdoll where the big bad Clan mech touched you !!


Clan mech.... It was 12 of them and it was nonstop touching all over for 45 minutes. I tried to run but their xl engine were faster. I tried to hide but they were everywhere. I then tried to fight back and that only made them angry.

:P

Edited by Monkey Lover, 16 December 2016 - 12:56 PM.


#8 AccessTime

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Posted 16 December 2016 - 01:05 PM

View PostAndi Nagasia, on 16 December 2016 - 10:50 AM, said:

sadly this wouldnt work, more is always better than less,
5KDKs vs 12SDRs the SDRs would win, the 5 are just not fast/numorus to beat them,

The point is it would be dynamic. It would only come to things like this if the IS was full of awful pilots and the clans were flooding their queue with only heavies and assualts. 5KDKs vs. 12 SDRs could go either way depending on the pilots and the builds.

#9 -MAC-

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Posted 16 December 2016 - 01:46 PM

How many times and in how many ways are people going to bring up 10 vs. 12?

The answer is and always is going to be a resounding no.

Since this has been brought up over and over this thread should be locked and pointed to one of the other thousand that covers this bs ad nauseum...





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