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Fw Wolf Clan Attacking On Invasion Maps


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#1 mrmike5234

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Posted 24 May 2019 - 12:30 PM

So the best(only) part of this is that its an invasion map.

It appears Clan Wolf has to attack for 24 hours.

What a mess. Even if you win you still have to attack next match.

Defenders have the advantage and being IS, armor and tonnage to boot.

If they are organized your pug group is doomed.

PGI did a test server on this and ignored all the advice they got from players who love FW.

How do you screw up this bad with all the free experience you get from folks who actually love FW?

I've always been told PGI is inept and believed it.

They can't be this bad, this must be a calculated, determined attack on the only game mode that I'm interested in playing.

It must be working as lots of folks have left, everyone else that remains is complaining.

I don't understand, it makes no business sense whatsoever.

mrmike5234

#2 Cryzak

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Posted 24 May 2019 - 05:04 PM

So basicly they killed game for me... </3

#3 Charles Sennet

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Posted 25 May 2019 - 07:25 AM

No side should have to attack for 24 hours straight. AND... they should have raised the Clan tonnage limit to help level the playing field a bit. IS defending with their extra durability quirks AND 10 EXTRA Tons AND defending is just stupidly imbalanced.

#4 Captain Caveman DE

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Posted 25 May 2019 - 08:01 AM

View PostCharles Sennet, on 25 May 2019 - 07:25 AM, said:

No side should have to attack for 24 hours straight.


yes. and yet, ~5days later, we still got -that- #thxpaul

Quote

AND... they should have raised the Clan tonnage limit to help level the playing field a bit. IS defending with their extra durability quirks AND 10 EXTRA Tons AND defending is just stupidly imbalanced.


have to disagree mildly on that; I would seriously advise to play on IS-side every few days, just to see how things work on the other side. we got quite a few problems in how fw works (worked) - and thx to paul we either have a metric-ton more problems now and/or no players left to bother with his ..stuff *self-censored before I get censored AGAIN*
-but the 10tons are not the problem.

TL;DR, and that goes to both diehard camps, no matter if IS or Clan: play both sides from time to time, and instead of problems, you'll see more opportunities (goes for every game I know, and it's the same here).

#5 Charles Sennet

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Posted 25 May 2019 - 12:43 PM

View PostCaptain Caveman DE, on 25 May 2019 - 08:01 AM, said:


yes. and yet, ~5days later, we still got -that- #thxpaul



have to disagree mildly on that; I would seriously advise to play on IS-side every few days, just to see how things work on the other side. we got quite a few problems in how fw works (worked) - and thx to paul we either have a metric-ton more problems now and/or no players left to bother with his ..stuff *self-censored before I get censored AGAIN*
-but the 10tons are not the problem.

TL;DR, and that goes to both diehard camps, no matter if IS or Clan: play both sides from time to time, and instead of problems, you'll see more opportunities (goes for every game I know, and it's the same here).


We played IS a lot after the last 'balance pass'. Honestly, I think the sides are 'fairly' well balanced right now but IS has the strongest outliers; the strongest assault (Anni) in a mode that favors assaults, the strongest lights (commando is just comically hard to kill right now and probably worth an extra 10 tons by itself), and stealth which is kinda broken and overly common because its just too good. Having exclusive access to stealth tech alone is worth some tons IMO. If IS mechs are balanced (via quirks) enough for QP, I don't see why the 10 extra are needed and 10 tons is just an arbitrary number to begin with. People will say well Clan tech weighs less. Well 3 Rotary 2 builds can be easily placed on 55 tons and do just under 20 DPS. For Clans to reach that level of DPS costs a lot more weight (the meta MCII-B build is only 14 DPS to put into perspective) so the traditional weight argument has some pretty big holes in it. The 10 extra tons won't make or break the match in most cases but when Clans have to do all the attacking the 10 extra tons just seems excessive and unnecessary to further aid the side that gets to sit back and defend match after match.

Edited by Charles Sennet, 25 May 2019 - 01:33 PM.


#6 Warning incoming Humble Dexterer

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Posted 25 May 2019 - 02:08 PM

View Postmrmike5234, on 24 May 2019 - 12:30 PM, said:

I don't understand, it makes no business sense whatsoever.

When I started playing FP, one of the first things I did was keep switching between Factions to unlock all the early rank free mech bays I could, but suffering a 10 match probation penalty each time I switched Faction in that process.

This new way of doing things, would have allowed me to do that without having to suffer all those 10 match probation penalties.

So it does make sense, but only as far as welcoming new players to FP goes.





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