Bring Siege Back To Invasion Faction Play!
#21
Posted 05 April 2017 - 09:46 PM
This thread https://mwomercs.com...__fromsearch__1
had a vaguely more interested change proposal.
#22
Posted 06 April 2017 - 12:25 AM
thats a bit too much siege for my taste
#24
Posted 06 April 2017 - 04:22 AM
justcallme A S H, on 05 April 2017 - 04:24 PM, said:
Minority for sure. SIEGE requires far more teamwork, generally why people dislike it.
MOAR SIEGE.
Minority in the forums, not so sure about overall game population. I remember waiting 30+ minutes to try and find a "siege" game back when it was only siege. It was a waste land where only like 3-4 12 man's would bother going.
#25
Posted 06 April 2017 - 09:16 AM
#26
Posted 06 April 2017 - 02:58 PM
drifter bob, on 06 April 2017 - 12:25 AM, said:
thats a bit too much siege for my taste
Move Siege to be at least 33.x%, leaving 66% / 4 = 16.5% for each of the other stages or 5 battles for each stage. 5*4 = total 20 battles followed by 10 siege battles.
Current setup comes out to approx 6 battles per section.
RIght now it is setup so if one side wins all their drops without a loss that is a total of 30 battles...
Edited by Tarl Cabot, 06 April 2017 - 03:23 PM.
#27
Posted 06 April 2017 - 07:18 PM
#28
Posted 06 April 2017 - 09:02 PM
Merlin Kell, on 06 April 2017 - 04:22 AM, said:
Minority in the forums, not so sure about overall game population. I remember waiting 30+ minutes to try and find a "siege" game back when it was only siege. It was a waste land where only like 3-4 12 man's would bother going.
Ah when it was Siege only, there was multiple buckets. Your example/evidence is null & void right there. Plus you are a Wolf Loyalist, there is no surprise you waited 30+mins because Wolf loyalists are largely inactive. In FP3 unless there was a big Merc unit or 2 to activate/carry the population. Wolf Loyalists wouldn't play... In part due to getting stomped easily because all they know how to do is stare at targets while firing their potato launchers.
As for the Poll - Post it here, Gen Disc - post wherever. The actual percentage of how many want/do-not-want will be relatively similar because most people play Faction Play, wait for it, for siege.
#29
Posted 06 April 2017 - 09:06 PM
Domination is dumb, and half the time ends on accident.
Skirmish is okay, but can lead to slow, boring, matches.
Removing these 2 will leave Assault, Conquest, and Siege.
Do 33% of each. Win.
#30
Posted 07 April 2017 - 03:30 AM
#32
Posted 07 April 2017 - 10:28 AM
The current system incentivizes good teams to dunk the objectives in assault/dom/conquest, and in skirmish they relentlessly camp dropzones. It's cruel and not fun, but it's the only way to get to siege mode in a reasonable amount of time. And when you get to siege mode the losing side is often grateful because it means more siege mode. Incentivizing losses to further interesting gameplay--that's just more evidence of a bad system.
#33
Posted 07 April 2017 - 12:18 PM
#34
Posted 08 April 2017 - 07:30 AM
reduce it to 4 hours and only require 10 wins to get to siege. =X
#35
Posted 08 April 2017 - 02:35 PM
Edited by Tarl Cabot, 08 April 2017 - 04:22 PM.
#36
Posted 09 April 2017 - 09:04 AM
Also if I remember correctorley, half the incentive for running cw was to take planets, give out tags, and earn MC, that doesn't really happen anymore which kinda defeats the purpose of the game mode, does it not?
#37
Posted 09 April 2017 - 10:12 AM
Quote
Do to population size I honestly do not believe PGI will go back to the previous setup with each faction taking/not taking care of business. Based on the number of drops being finished in a short time period, there is likely more people dropping now, with any wait times for one side being due to population trying to drop. At around 1pm CST/11am PST there are 7 drops that finished within 10 minutes of each other. 7 drops - 14 teams/co-opts - 168 people on a non-event Sunday. That does not count the side that is waiting for a drop, ie 2-3 IS teams/op-opts cause there are not enough Clanners on atm dropping. That is more than would be seen before FP 4.1 most of the time.
The truth is that is not a lot of people dropping in FP vs 100's/1000s of players dropping in actual QP+GP. One could say that the current incentive is FP/QP 20minute drops w/4 mechs vs QP 15minute w/1mech. On the downside for players though is FP has no MM nor does it separate grouped players from actual solo pugs. Never mind the huge difference between Clan trials vs IS trials. Beneficial for Clanners but not so much for IS.
As noted there are other issues but for those who are playing FP, the current bar should not have each block equal to the other where the QP drops having the same amount of drops as Siege with the current 3.3% for each drop. I have noted that because I do not wish for PGI to up that value, meaning fewer battles overall along each side of the scale. Changing it from 3.3% to 5% would net 5 drops per type, even for Siege.
Edited by Tarl Cabot, 09 April 2017 - 10:22 AM.
#38
Posted 09 April 2017 - 10:28 AM
Merlin Kell, on 06 April 2017 - 04:22 AM, said:
Minority in the forums, not so sure about overall game population. I remember waiting 30+ minutes to try and find a "siege" game back when it was only siege. It was a waste land where only like 3-4 12 man's would bother going.
Yeah, well, i've waited 20-30 minutes a couple of times today only to get 5 minutes domination games in "quickplay with respawn". Much improvement, so wow.
#39
Posted 09 April 2017 - 10:39 AM
Tarl Cabot, on 09 April 2017 - 10:12 AM, said:
The truth is that is not a lot of people dropping in FP vs 100's/1000s of players dropping in actual QP+GP. One could say that the current incentive is FP/QP 20minute drops w/4 mechs vs QP 15minute w/1mech. On the downside for players though is FP has no MM nor does it separate grouped players from actual solo pugs. Never mind the huge difference between Clan trials vs IS trials. Beneficial for Clanners but not so much for IS.
As noted there are other issues but for those who are playing FP, the current bar should not have each block equal to the other where the QP drops having the same amount of drops as Siege with the current 3.3% for each drop. I have noted that because I do not wish for PGI to up that value, meaning fewer battles overall along each side of the scale. Changing it from 3.3% to 5% would net 5 drops per type, even for Siege.
The current mode does promote more players to try out cw, due to a almost dead population but I think the current system just defeats the point of cw, planets are really hard to take and I just think the whole concept has been lost. I just wish they'd bring the flavor back, make planets easier to take. I for one think the wait time is bs, just let us ghost, better to ghost then to wait 30 minutes with the spinning disc and just annoy people, atleast they get paid to wait that way.
#40
Posted 09 April 2017 - 11:15 AM
Is that thing still going?????????
why ??????????????
Isn't it now just an extended form of normal game mode but with a drop deck and an extra 15 minutes
Does not sound legit will never be legit in it's emperors new clothes
I'll shut up now
I'm KHAN ATTAKHAN and i'm probably in trouble again as usual
Edited by KHAN ATTAKHAN, 09 April 2017 - 11:25 AM.
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