live1991, on 28 February 2017 - 04:01 PM, said:
Maybe Aussie new players are just smarter than the Yanks, we have heaps of new members that come in for advice and know about comms.
Adding a chat room would be pointless, it will just be spammed like crazy and trolled hard.
When choosing a unit you need to work out what you want to do.
Comp - Will be harder unit to get into
Casual unit - normally pretty easy to get involved with.
Most units will want you to use comms, as comms is what makes a group OP.
The reasons that people with more skill don't not play MWO is *
- The player base skill is very low and they seem to have no drive to get better
- Clans / IS are not OP, normally its the team that has a few good players and comms that win.
- WHY DO CLANS/IS BRING LRMS ON EVERYTHING...... you are just wasting a mech
- People can not move and shoot at the same time.
- People do not understand that there is cover on most map and to use angles to stop damage.
- Losing two mechs in one wave, or doing under 1000 damage with 4 mechs.
CW was to be hardcore mode, its far from this and with no meaning or meaningful battles what is the point.
Winning 12-0, 48-0 or close to that will stop good players playing due to no one wanting to play a game on easy mode.
I played with 54th a few weeks ago, we won 6 games in a row under 10 mins each ( this was a 5 man) It was pretty boring i only really play CW now if i have a 2 man so its more of a battle.
I beg you all that play MWO CW to play MWO to win or play MWO to Learn, doing the same mistake over and over again is not helping your game, your team mates game or the red teams game.
Most units will help with these mistakes and make you a better players
( *of course there are some good players that play CW)
Look if your answer is that the best way to enjoy CW is to join a unit then joining a unit needs to a helluva lot easier than it is now. Gotta forum warrior it then, apply, then see if schedules match, then get on coms, then.... then... then.... It must be easy for people to do these things with out leaving the game itself. Yes a general chat would be great, communication in this game is non existent outside of drops, and often that is pretty sparse. For the life of me i have no idea why we can't talk in the CW pre drop area,or why when limited to text communication the text thing defaults to speak to all, as that isn't even remotely helpful.
There is very little social interaction here at all, which is one of the reasons people play MMO's in the first place is for some social interaction/ fun.
Next Guilds or units in this case are hard to make, no one is sending out invites in general chat b/c there isn't a general chat, and they cost ******** sums of money to get new members into. Lets look at more social games like WoW. You can start a guild for 10 random people signatures, and like 10 gold. Here you start a unit and you pay through the nose for each additional person, making adding people seems risky at best, or you will have wasted your c bills. WoW is the opposite once you set it up you can bring people in and kick them out all you want, and change players all you want up to the guild cap. Then you would have guild chat, which would just be the members of your guild, along with your, general chat, all which would scroll by in a little box on the left side of the screen.
Why on earth does the lfg, screen or social experience in this game functionally lock you out of the rest of the game? Makes no sense. You are punished for lfg and for trying to talk to some one online by not being able to also look at mechs in your mech bay or tinker with paint patters etc. In this game it is all or nothing either talk or play not both.
Next the reason why CW sucks badly is because waiting extra time to get in a drop only to see you are a pug up against a complete 12 man is terrible or even an 8 man because that just sucks. Just a guaranteed stomp and waste of the que time and isn't even fun to play, and it sure as hell isn't rewarding in any meaningful way. The c bill reward for losing is stupid low. Hell when you get into a game with a 10 man pre made and you are on the pre mades side, it sucks because none of them will talk to you because they are all talking on their separate comms, which makes no sense because the dam game provides comms but what ever. So even that experience while more rewarding c bill wise sucks too, cuz you have little to no idea what is happening and your team mates won't talk to you. When there were more PUG's and you could occasionally get a pug vs pug match it was actually a lot of fun, but a 1 sided stomp is a waste of time especially considering that i had to wait so long to get into it any how. What is even worse is when the other team is so over matched that they take all the objectives except one which they then purposefully don't take to prolong the agony and so they can farm up more kills.
Then lets talk about the kill the generator thingy, I tend to stop trying to play when the CW gets to the end because it makes no sense . I have played that map numerous times and i will be damned if i know how to kill a generator. Sure as **** doesn't have anything like that in QP, so i have no clue what a generator looks like much less what object in the game matches up with the huge icon on the mini map. The minimap icon is so useless it covers almost an entire frickin square of the battle grid, and there are a bunch of objects in that space which one is actually the generator. I mean is it too much to ask that they make the damn thing blink or have a glowy arrow or something? Generators create electricity so you would think they naturally would light up but nope not the case. Plus I still don't have any clue how gates get opened. Is it just from killing the gate turrets or what? Do you have to push a button? Do you have to stand with your mech in front of it? So yeah there is no readily easily visible idea on what is happening with those play modes that don't have any similarity to quick play modes, and the in game information is so low that despite having played this mode quite a bit i still don't know how it works. Fundamental game flaw right there.
Then there is the map balance. Seems like attacking is a helluva lot harder than the team that gets to defend the base. Tends to end up with the defenders winning more often than not if the teams are equally skilled, if there is an imbalance of course it doesn't matter.
Next lets talk about spawn camps. Cuz this just kills a lot of the fun as well. What the hell is the point of the match if you lose the first lance and then get camped the rest of the game. Dropping in and insta dying is not fun. Why not have them protected by drop ships that actually land and stick around. Drop ships are supposed to be formidable mini bases, why the hell don't other players get severely punished for entering that spawn area and say 100 km outside that area? I have no idea why they are freely allowed to do this but seems to me this could be solved by auto turrets. Indestructible auto turrets that shoot anything that attempts to come within a short distance of the base.
Which reminds me why must the cap point for the assault style maps be right in front of the base? In its current location capping is almost impossible because if anyone kills an opponent then they spawn right on top of where you are trying to cap and you get lazered by the ever so briefly appearing drop ship, which provides absolutely no deterrent affect if people were trying to spawn camp you but does frustrate those players trying to base cap.
There is a list of just some of the problems the clan wars have.