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Tukkayid #3 - How Good?


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#21 Unendingmenace

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Posted 07 May 2017 - 10:33 PM

View PostMischiefSC, on 06 May 2017 - 10:32 AM, said:

Quoted so I can like my own post with your quote so I can like it twice.


HAHA this is gold!

Also quoted for truth.

#22 naterist

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Posted 07 May 2017 - 10:34 PM

if invasion was so great, how come 3.0 didnt have people playing it?

#23 AnTi90d

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Posted 07 May 2017 - 11:00 PM

View Postnaterist, on 07 May 2017 - 10:34 PM, said:

if invasion was so great, how come 3.0 didnt have people playing it?




Posted Image



#24 meteorol

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Posted 07 May 2017 - 11:28 PM

View Postnaterist, on 07 May 2017 - 10:34 PM, said:

if invasion was so great, how come 3.0 didnt have people playing it?


Or 2.0. Or 1.0.

#25 Vellron2005

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Posted 08 May 2017 - 01:43 AM

View PostCzarr, on 06 May 2017 - 04:53 PM, said:

Isn't funny how in lore IS creamed the clans during the battle with Clan Wolf and Clan Ghost Bear being the only two clans with victorys and Jade Falcon in a draw. But in PGI land it's the exact opposite cause you know...clans OP....or whatever


In lore, the clans lost because of 2 deciding factors:

1) They were cocky and expected to be facing inept freebirh in sub-optimal mechs, with sub-standard tactics. And instead, they faced a well prepared, deeply entrenched enemy with up-to-par mechs and full knowledge of clan tactics.

2) The rules of engagement allowed Comstar to prepare the battlefield for defense, and they riddled it with ambushes and hit-and-run tactics, something most of the clans did not expect.

In MWO, both sides have the same odds, and other than tech differences, they have equal chances on well-known maps.

The tech differences are offset a great deal by quirks (in terms off saaay, shooting two full alphas from a timberwolf into a warhmmer's CT, making it only yellow, and taking one alpha in return and loosing a side torso - because structure quirks)

And this time around, MS is also stuck in a LIAO contract, so you IS guys can't say they won Tukayyid for us clanners Posted Image

The truth is.. we clanners are obsessive, we train, we coordinate, an work together.. and THAT is why we are at 60-100%.

#26 AssaultPig

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Posted 08 May 2017 - 01:59 AM

the problem with siege is that half the maps are garbage

quickplay modes with drop decks is a lot of fun, that should just be the default quickplay format

#27 ttsolo

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Posted 08 May 2017 - 02:21 AM

What the **** with this event ? Are you guys really thinking that all is fine ?
Clans at 90+%, one only game mode because the IS is crushed in almost every fight... I've seen ONE victory since the beginning... Obtaining the 80 match score is almost a challenge in IS...
Half of this morning game are turning into a joke... I do my best during games, but IS players are so disgusted that they commit suicide rush or disconnect...
It's the second in a row event failed in terms of conception...
This is so frustrating... Trying his best and be crushed almost every time by guys in "lol" mode... And we win half less for double the effort in one of the challenges...

Bref... Sorry for the bad english, I expect you understand me, and PGI will stop with those bad events...

Edited by ttsolo, 08 May 2017 - 02:28 AM.


#28 Danjo San

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Posted 08 May 2017 - 02:30 AM

View PostAnTi90d, on 07 May 2017 - 11:00 PM, said:




Posted Image




Posted Image

#29 GI Journalist

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Posted 08 May 2017 - 03:43 AM

View PostVellron2005, on 08 May 2017 - 01:43 AM, said:

In MWO, both sides have the same odds, and other than tech differences, they have equal chances on well-known maps.

The tech differences are offset a great deal by quirks (in terms off saaay, shooting two full alphas from a timberwolf into a warhmmer's CT, making it only yellow, and taking one alpha in return and loosing a side torso - because structure quirks)



The basic differences in tech are a significant advantage for the Clans. While quirks help offset the problem between trained units, this event appears to demonstrate the disparities between the tech during faction play, especially when victory is determined by random match up of an open population. Both sides have trained, obsessive, coordinated units...but they are not alone in deciding the outcome of this event.

Many solutions have been discussed that might make Faction Play more even and interesting for everyone, but PGI seems to prefer tweaking Mech quirks, focusing exclusively on the needs of competitive units, rather than addressing the underlying game mechanics.

#30 Black Ivan

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Posted 08 May 2017 - 04:01 AM

Thank you, one of the better reasoned postings I read during weekend Posted Image.
That there is a problem should hopefully become obvious to PGI.

They have to change the game mechanics for CW or events like this will happen again and aain

#31 Karl Streiger

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Posted 08 May 2017 - 04:29 AM

View PostBlack Ivan, on 08 May 2017 - 04:01 AM, said:

They have to change the game mechanics for CW or events like this will happen again and aain

Group sizes - have 12 man group on one side finde a 12 man group on the other
(maybe add a pre-set of 4,5;6,8 men groups)
if not - take the forsaken group play mechanic and drop the drop weight of 12 man teams
oh and for the rest of tuk3 - allow all mechs on both teams

Edited by Karl Streiger, 08 May 2017 - 04:29 AM.


#32 Cox Devalis

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Posted 08 May 2017 - 04:33 AM

Thanks to "Overpowered Clans" for permasiege. Thank you very much everyone - PGI, green IS pugs, stomping clan 12s.
God bless you all.

#33 Bud Crue

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Posted 08 May 2017 - 04:40 AM

View Postmeteorol, on 07 May 2017 - 11:28 PM, said:


Or 2.0. Or 1.0.


I came to this game only after having learned that CW was finally a reality and that was all I played back then. Alas, back then, the folks that were playing were split between the "play as a team" and the "solo play" factions. This lead to PGI making various changes that reduced the population. When Phase 3 was introduced with much fan fare and excitement and it was realized that neither population was being served, the decline in population was inevitable

[As an aside: In service of the solo population, one of the elements of Long Tom that PGI initially asserted was that solo players could focus on scouting to drive the bar, and then by acquiring it, use long tom as an equalizer against more organized units...I don't recall which town hall that was aput forth in, but it was one of their selling points...seriously. LT ended up being a boone however to large units that did exactly what PGI erroneously thought less organized solo players could do. On the opposite end, PGI's still in use unit tax hurt small units far more than the large units that it was directed toward. Again the only people who didn't see this coming were PGI.]

PGI has not learned much from the debacle of phase 3 it seems. In the glory of 4.1 the way the "tug-of war" is set up, unless you are above average in skill your participation actually hurts your side's progress in taking a dot. That aspect of 4.1 ensures that the casual population will find FP unrewarding and thus reduce its effective population even further. While at the same time making the potential to move the progress bar close to stagnation as the only players left are fairly well matched. As a result these poor folks are stuck most of the time with essentially: "quick play maps with respawns", that this population never wanted in the first place.

It's almost like PGI has no idea of who plays their game modes and why they play them.

Edited by Bud Crue, 08 May 2017 - 04:41 AM.


#34 Gwahlur

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Posted 08 May 2017 - 04:48 AM

Siege is alright I guess, at least 2 of the maps are really, truely terribly though, those being grim.. portico? and the snow map with all the small hills and valleys right inside the gates.
Those 2 maps are so incredibly unbalanced for the attacking side, only organized units who know the maps inside out will find attacking on them fun.

#35 A Shoddy Rental Mech

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Posted 08 May 2017 - 04:48 AM

View PostVellron2005, on 08 May 2017 - 01:43 AM, said:


The truth is.. we clanners are obsessive, we train, we coordinate, an work together.. and THAT is why we are at 60-100%.


Smoke Jag has ~50% clan wins. Top 5 Smoke Jag units are ALL MERCS. Sooo..... are the clans great? Nah. It's all about the mercs.

#36 Damnedtroll

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Posted 08 May 2017 - 05:02 AM

Just put physical attacks... most clan mech have no hands and are not designed do do it (and normally are restricted to not engage in physical attack). Would be awesome !

It would help a bit but people will need to push in IS mech like presently. Lot of IS pilots just hiding and poking like Clan do, it's not the way to play IS mech.

#37 theUgly

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Posted 08 May 2017 - 07:01 AM

It is not good ,,, its f@$&ng great .

Nothing like attacking boreal ,, favorite by far .

Sooo much siege ... I lovez it .

#38 A Shoddy Rental Mech

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Posted 08 May 2017 - 07:36 AM

View PostBlack Ivan, on 08 May 2017 - 04:01 AM, said:

Thank you, one of the better reasoned postings I read during weekend Posted Image.
That there is a problem should hopefully become obvious to PGI.

They have to change the game mechanics for CW or events like this will happen again and aain


It's obvious to people that play FW. Unfortuately, PGI doesn't play FW

#39 Zzan

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Posted 08 May 2017 - 08:11 AM

View PostScarH, on 07 May 2017 - 09:46 AM, said:


shoot Lurms into mountains


Of course I always seem to be standing on said mountain poking or crossing and get a full salvo of them in the back :P

#40 justcallme A S H

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Posted 09 May 2017 - 07:07 AM

View Postmeteorol, on 07 May 2017 - 11:28 PM, said:


Or 2.0. Or 1.0.


NQR

The pop drop off within 4 weeks of FP3 was what nailed FP to the wall.

It was the most pathetic patch of all time for a game.





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