Battle For Tharkad, Event Details!
#261
Posted 25 November 2017 - 04:20 AM
#262
Posted 25 November 2017 - 06:01 AM
#264
Posted 25 November 2017 - 07:12 AM
#265
Posted 25 November 2017 - 08:02 AM
MrKvola, on 24 November 2017 - 01:36 AM, said:
FYI, you need 15 matches with 250+ match score to get the 'mech.
utopian201, on 24 November 2017 - 02:33 AM, said:
Naitrael, on 24 November 2017 - 07:09 AM, said:
No it's not, it clearly states "Locked Conflict Reward" on the 4M C-Bills Prize and a simple "Locked" on both Mech Prizes.
The Challenge Title is also pretty clear on the condition of victory.
MovinTarget, on 24 November 2017 - 08:12 AM, said:
Mech is not, already have the Atlas on this acct and the Night Gyr on my clan alt... you can clam it as soon as you earn it.
Yep, I stand corrected. It is the 4m cbills that has a Victory condition. Claimed my Night Gyr
Wasn't able to get the Atlas, but I'm perfectly ok with that
#266
Posted 25 November 2017 - 08:09 AM
Humble Dexter, on 24 November 2017 - 10:45 PM, said:
3) And finally : How about giving a bonus deck weight to Loyalist Decks over Mercenary Decks ?
Example (depending on balance requirements) :
- Mercenary Decks : 240T and 45T
- Clan loyalist Decks : 250T and 50T
- IS loyalist Decks : 260T and 55T
This would help balance the excess impact volatile Mercenary Units are having on Clan vs IS Faction Play.
That would certainly make things interesting. Someone should tweet that to Russ and company... or should we dare provide an idea like that to them...?
Edit.. my only concern would be the route PGI would take. Looks simply enough but look at the non-flat rate unit tax, which quite a few asked for to be aimed at the big merc companies but it affected every unit. That was before the current Loyalist/Merc contract setups and the one bucket setting.
Edited by Tarl Cabot, 25 November 2017 - 08:16 AM.
#267
Posted 25 November 2017 - 10:48 AM
Humble Dexter, on 24 November 2017 - 10:45 PM, said:
- 4M if you lose
- 4M and one Mech Bay if you tie.
- 4M and one Mech Bay and one Mech if you win.
Because with the current system we have the same issue we already had before with the old system : The only incentive for Clans to push IS out of the victory and achieve a tie, is to deprive IS of the 4M credits reward, but Clan players earn nothing for doing it. And also the only incentive for IS to achieve a victory over a tie is to get a secondary 4M credits rewards anyway.
While with my suggestion, the incentive for Clans to push IS back into a tie would be to unlock a Mech Bay for Clan players, and the incentive for IS to achieve a victory over a tie would be to get a Mech on top the Mech Bay.
Because for Clan players not interested in conquering planets, once they've unlocked their free Bay + Mech there's just isn't much incentive to push IS right from victory all the way back to defeat just to manage to unlock a 4M credits reward.
2) As another issue, it seems the outcome heavily depends on which side the mercenary units are when the event is announced : How about making the player group feature "not" available during those rare enough Faction Play events, which would have the huge benefit of temporarily reducing the amount of seriously toxic grouped unit seal clubbing from Faction Play, right when you're trying to promote Faction Play to players who prefer to stay away from Faction Play precisely because of it's excess amount of grouped unit based seal clubbing ?
3) And finally : How about giving a bonus deck weight to Loyalist Decks over Mercenary Decks ?
Example (depending on balance requirements) :
- Mercenary Decks : 240T and 45T
- Clan loyalist Decks : 250T and 50T
- IS loyalist Decks : 260T and 55T
This would help balance the excess impact volatile Mercenary Units are having on Clan vs IS Faction Play.
This is one of the better ideas I have seen that would take minimal effort in PGI's part. I know people will cry though, because they will only be able to use half of their Mechs.
#268
Posted 25 November 2017 - 12:54 PM
If anything, if PGI is able to split up each Faction to determine the max tonnage then IS mercs should have a higher max tonnage than the Clan merc.
- Clan Mercenary Decks : 235T and 45T (Mad IIC, Hellbringer/Linebacker, Hunchback IIC/Huntsman, Artic Cheetah/Mist Lynx or 3*Linebackers+viper)
- IS Mercenary Decks : 245T and 50T (Battlemaster, Warhammer, Bushwacker, Wolfhound)
- Clan Loyalist Decks : 250T and 55T
- IS Loyalist Decks : 260T and 55T
Then the next set of questions would be, how to handle contracts? Mercs still stay with 7 day contracts that can not be broken, while the Loyalists still only have the 7 day penalty and 20% of loss loyalty points?
Edit - Freelancer would be considered a merc for that respective faction for tonnage considerations.
Edited by Tarl Cabot, 25 November 2017 - 01:47 PM.
#269
Posted 25 November 2017 - 01:28 PM
Tarl Cabot, on 25 November 2017 - 12:54 PM, said:
If anything, if PGI is able to split up each Faction to determine the max tonnage then IS mercs should have a higher max tonnage than the Clan merc.
- Clan Mercenary Decks : 235T and 45T (Mad IIC, Hellbringer/Linebacker, Hunchback IIC/Huntsman, Artic Cheetah/Mist Lynx or 3*Linebackers+viper)
- IS Mercenary Decks : 245T and 50T (Battlemaster, Warhammer, Bushwacker, Wolfhound)
- Clan Loyalist Decks : 250T and 55T
- IS Loyalist Decks : 260T and 55T
Then the next set of questions would be, how to handle contracts? Mercs still stay with 7 day contracts that can not be broken, while the Loyalists still only have the 7 day penalty and 20% of loss loyalty points?
Look quite good ! You have to up your game if you are a merc ! Would work i think but we will see a shower of salt.
But i'm a lunatic with only one account and like to play some clan game and some IS game... I will need another account for loyalist Clan so I need to farm a lot for xp with it... i'm now sad (just trolling) .
Edited by Damnedtroll, 25 November 2017 - 01:29 PM.
#270
Posted 25 November 2017 - 01:51 PM
Or perhaps they figured a "tie" was unlikely since the IS has most of the major units fighting for them.
This is Luthien all over again. I will laugh hysterically if Clans manage to "tie" this.
Edited by Commander A9, 25 November 2017 - 01:52 PM.
#271
Posted 25 November 2017 - 03:27 PM
Commander A9, on 25 November 2017 - 01:51 PM, said:
Or perhaps they figured a "tie" was unlikely since the IS has most of the major units fighting for them.
This is Luthien all over again. I will laugh hysterically if Clans manage to "tie" this.
Thank goodness people will still get their mechs. I guess even if the result is borked, most won't be too flustered over 4m cbills.
#272
Posted 25 November 2017 - 03:39 PM
Good event. I got a bunch of c-bills out of it, a color (my first beyond c-bill colors), and think it's cool.
#273
Posted 25 November 2017 - 03:53 PM
Jonathan8883, on 25 November 2017 - 03:39 PM, said:
Good event. I got a bunch of c-bills out of it, a color (my first beyond c-bill colors), and think it's cool.
Yeah time is necessary for 15 250MS. I started doing this for Clan last night. Took me 5 STRAIGHT hours non-stop to get 15, played 27 Scouts plus a few extra that scored lower than 150.
I did only 2/15 on IS side, using an unskilled Griffin as well, but ran out of time on my IS Merc contract, before switching to JF Loyalist at the end of the contract.
#274
Posted 25 November 2017 - 05:44 PM
Commander A9, on 25 November 2017 - 01:51 PM, said:
Or perhaps they figured a "tie" was unlikely since the IS has most of the major units fighting for them.
This is Luthien all over again. I will laugh hysterically if Clans manage to "tie" this.
PGI also kept the percentage for 3.3% instead of 1% so it would not take as much to flip it one way or another.
Edited by Tarl Cabot, 25 November 2017 - 06:04 PM.
#275
Posted 25 November 2017 - 08:06 PM
The match score requirement (which was 250 for this event) should be changed to match score 250 -or- match win.
Supporting Logic:
We just won a hard-fought Siege match on Rift and no one on our team achieved a match score of 250. Not even one of us. We were beaten badly in kills early and had to adjust our strategy from killing enemy mechs to destroying the gens then Omega. So we did not get a lot of kills, assists or damage, but achieved the objective in destroying Omega. That should count for something.
#276
Posted 25 November 2017 - 08:22 PM
Firewired, on 25 November 2017 - 08:06 PM, said:
The match score requirement (which was 250 for this event) should be changed to match score 250 -or- match win.
Supporting Logic:
We just won a hard-fought Siege match on Rift and no one on our team achieved a match score of 250. Not even one of us. We were beaten badly in kills early and had to adjust our strategy from killing enemy mechs to destroying the gens then Omega. So we did not get a lot of kills, assists or damage, but achieved the objective in destroying Omega. That should count for something.
How about 180-200 MS + win? Reason being that you encourage extreme objective dunking by whichever side has that option otherwise... (.e. gen/base rushing)
#277
Posted 26 November 2017 - 12:05 AM
Tarl Cabot, on 25 November 2017 - 05:44 PM, said:
It will only take 3-4 wins to get the bar from 100% capture to the "tie" gradient.
Real smooth, PGI. XD
Edited by Commander A9, 26 November 2017 - 12:06 AM.
#278
Posted 26 November 2017 - 12:16 AM
#279
Posted 26 November 2017 - 01:33 AM
Commander A9, on 26 November 2017 - 12:05 AM, said:
It will only take 3-4 wins to get the bar from 100% capture to the "tie" gradient.
Real smooth, PGI. XD
Or the other way, provided the Clans continue to play like they did today and the IS units do not show up while the pugs scatter like cats with their tails on fire
Tis possible that many took the day off today seeing as tomorrow evening will be what really counts. But as noted, that 3.3% win/lose could make it a yo-yo effect, and at what time is the cutoff point for battles to actually count towards that bar? Will those battles that launch before time is up but does not finish until after the timer expires count?
Edited by Tarl Cabot, 26 November 2017 - 01:41 AM.
#280
Posted 26 November 2017 - 04:10 AM
Tarl Cabot, on 26 November 2017 - 01:33 AM, said:
Tis possible that many took the day off today seeing as tomorrow evening will be what really counts. But as noted, that 3.3% win/lose could make it a yo-yo effect, and at what time is the cutoff point for battles to actually count towards that bar? Will those battles that launch before time is up but does not finish until after the timer expires count?
Historically, matches that do not finish by the "end of phase" do not count toward the ended phase nor the following.
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