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Quick Play Kills Greatly Outpace Faction Kills?


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#1 razenWing

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Posted 17 August 2017 - 03:04 PM

I guess for starter, I imagine faction kills is not ALL of the factions combine.

But none the less... right now, the QP is moments away from finishing, but the FP kill counts (for me) is still abysmal in progress.

Discuss:

#2 Revis Volek

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Posted 17 August 2017 - 03:06 PM

Is it really that hard to comprehend?


Fail Warfare is a ghost town at best dude.

#3 Scout Derek

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Posted 17 August 2017 - 03:09 PM

Sadly I can't comment much;

All I can assume is that Quickplay is being eyeballed by those involved; as well as this, FP has longer wait times and matches alone simply in the fact that it's not as popular.

I mean you guys do get another week or two, so don't know why it's a big deal when it's a already known fact.

And note; it says

Quote


250,000 total Kills in Faction Play



it counts all kills, not just of one faction.

as of now, it reads for me; 53,057 of 250,000

#4 JediPanther

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Posted 17 August 2017 - 03:31 PM

Fraction play is just bad. When I was active in it for 2 years there were average wait times of 15-25 minutes,ghost drops, 12 man boogymen some times real, horrible map design moba lanes, and then you had pgi's ct or leg turrets with 100% hit rate. Worst of all was the spawn camping. It's always fun knowing you can't fight back when your mech is a free floating target dead before it touches the ground regardless of weight class and armor. I doubt much if anything has improved. Maybe some one who does it now in a well coordinated casual unit and not some meta chasers has a more positive outlook on it.

#5 5th Fedcom Rat

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Posted 17 August 2017 - 03:41 PM

View PostJediPanther, on 17 August 2017 - 03:31 PM, said:

Fraction play is just bad. When I was active in it for 2 years there were average wait times of 15-25 minutes,ghost drops, 12 man boogymen some times real, horrible map design moba lanes, and then you had pgi's ct or leg turrets with 100% hit rate. Worst of all was the spawn camping. It's always fun knowing you can't fight back when your mech is a free floating target dead before it touches the ground regardless of weight class and armor. I doubt much if anything has improved. Maybe some one who does it now in a well coordinated casual unit and not some meta chasers has a more positive outlook on it.


The big problem I've always had with the whole thing is the map design with the gates and narrow choke points. It encourages gameplay similar to the Battle of Kursk. Which is to say a non-tactical slog of attrition that doesn't reward maneuver. The current maps are a waste of the capability of battlemechs (whose entire appeal hinges on their bipedal maneuverability) and a waste of the lore of the franchise, which I thought "faction play" was supposed to be all about in the first place.

Right now faction play is just glorified 3D Space Invaders.

#6 Shadowomega1

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Posted 17 August 2017 - 03:51 PM

Well FW does now have the quick play maps in the rotation not just siege. However, I have a feeling that more people will play during the week end as they will actually have time for FW. As stated above faction warfare has some wait time and the matches take much longer to actually finish. Sometimes a FW match can last 2 to 4 times a quick play match so having actual time to play more then 1 will require free time that only a weekend can bring.

#7 Johnny Z

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Posted 17 August 2017 - 04:14 PM

I had no idea there was an event until I decided to take a look at the forums. I am sure many other players are in the same boat.

Point being most players just press quickplay unless they know an event is on maybe.

#8 Accused

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Posted 17 August 2017 - 04:42 PM

Quickplay is faster. Can get a few kills and some major damage, die, jump immediately into another mech and repeat. Also, 5,000 match score in CW is troublesome if you're getting stomped.

#9 Felicitatem Parco

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Posted 17 August 2017 - 04:49 PM

Um...

More people play quickly than slowly.

The event conditions, to me, seem to encourage people to quickly;y get their QP goals met, then spend 1-1.5 weeks in Faction play.

#10 Angel of Annihilation

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Posted 17 August 2017 - 04:56 PM

FW can actually be alot of fun during these events since the battles are generally PUG vs PUG. The problem with FW overall though it the time investment.

First you have a longer que wait time. Then you have a longer match time. This longer match time isn't an issue when you have a good close match going on or your the Stomper but if your getting stomped and if become obvious early your getting stomped, then the longer match time becomes hell. Lastly, is the rewards. If you win, then your generally compensated for your time. In a win I generally make between 1.2 and 1.5 million C-bills. I can live with that. The issue is when you loose. I have made as little as 350k C-bill and that isn't time efficient at all.

#11 Snazzy Dragon

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Posted 17 August 2017 - 04:56 PM

A lot of players are probably more inclined to finish their quick play challenges before any of the FW challenges. Regardless, I don't think the FW kill count will be met. It's frustrating enough when 4 out of the 12 mechs on your team are terrible fits piloted by terrible players, it's even worse when there are 16 mechs for 4 players that can't break 500 across them all along with 2-3 disconnects after the first wave if it's a complete smash fest.

#12 El Bandito

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Posted 17 August 2017 - 05:46 PM

Learn to Kill Steal Secure. Save your heat and alpha until you see exposed mechs.

#13 Jun Watarase

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Posted 17 August 2017 - 05:46 PM

Non-invasion maps, especially conquest, usually run out of time before people can use their full drop deck. This is especially true if its skirmish/assault and one team decides to maintain their kill advantage by hiding at their spawn or a corner of the map.

#14 Dago Red

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Posted 17 August 2017 - 08:31 PM

View PostViktor Drake, on 17 August 2017 - 04:56 PM, said:

FW can actually be alot of fun during these events since the battles are generally PUG vs PUG. The problem with FW overall though it the time investment.

First you have a longer que wait time. Then you have a longer match time. This longer match time isn't an issue when you have a good close match going on or your the Stomper but if your getting stomped and if become obvious early your getting stomped, then the longer match time becomes hell. Lastly, is the rewards. If you win, then your generally compensated for your time. In a win I generally make between 1.2 and 1.5 million C-bills. I can live with that. The issue is when you loose. I have made as little as 350k C-bill and that isn't time efficient at all.


Essentially this.

I suspect the numbers will rise quicker come the weekend when most people are off work and have time for long games.

#15 LordNothing

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Posted 17 August 2017 - 08:48 PM

View PostRevis Volek, on 17 August 2017 - 03:06 PM, said:

Is it really that hard to comprehend?


Fail Warfare is a ghost town at best dude.


pretty much this. in qp if you die you can exit and drop a new mech in a new game. fp locks your deck down and you cant drop again until the match ends, then when it does you are in for another 10-15 minute wait. this coupled with the 25-30 minute game time means that you could easily rack up 3 possible 4 games in qp for the same time.

Edited by LordNothing, 17 August 2017 - 08:49 PM.


#16 Shadowomega1

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Posted 17 August 2017 - 10:00 PM

View PostLordNothing, on 17 August 2017 - 08:48 PM, said:


pretty much this. in qp if you die you can exit and drop a new mech in a new game. fp locks your deck down and you cant drop again until the match ends, then when it does you are in for another 10-15 minute wait. this coupled with the 25-30 minute game time means that you could easily rack up 3 possible 4 games in qp for the same time.


Not totally true, if you blew through all 4 mechs in that deck you can always pull your second deck, if you're so bad both your decks (if you don't have more) then there is Scouting.

#17 Roadbuster

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Posted 17 August 2017 - 10:15 PM

View PostEl Bandito, on 17 August 2017 - 05:46 PM, said:

Learn to Kill Steal Secure. Save your heat and alpha until you see exposed mechs.

Telling people to hold their fire is not really a good advice for a game focussed on shooting mechs.
Don't encourage hiding.

#18 meteorol

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Posted 17 August 2017 - 10:27 PM

CW is empty because it's bad.

#19 LordNothing

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Posted 17 August 2017 - 10:36 PM

View PostShadowomega1, on 17 August 2017 - 10:00 PM, said:


Not totally true, if you blew through all 4 mechs in that deck you can always pull your second deck, if you're so bad both your decks (if you don't have more) then there is Scouting.


i dont think this works as discribed unless its a new feature. last time i tried it didnt work. it wouldnt let me drop my other deck because i had one out already. not sure about scouting.

as far as pay/time goes i think fp is actually better. even though technically you could play many qp games. figure if you arent making at least 3x your qp pay in fp its probibly better to play the former.

#20 kapusta11

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Posted 17 August 2017 - 10:49 PM

I wish 4 mech drop deck conquest wasn't locked behind a risk of playing garbage game mode for 30 minutes. It's very tactical, you win or lose by caps but fighting is just as important.





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