

If You Wanted To Improve Fp What Is The First Thing You Would Work On ?
#61
Posted 20 April 2023 - 08:30 AM
Last year I dropped with some pretty cool guys in a few faction play games and I had a lot of fun.
My drop decks were hot garbage as the mechs I put in them were designed for QP and I couldn't compete well
against the teams we fought. I was just too slow and underpowered but the guys I dropped with gave me great tips
about mech builds that helped me improve a lot.
I'm not ready to rejoin FP by any stretch of the imagination but its not because I feel like my pilot skills or mechs can't compete.
The major factor is the maps.
I don't know them and that's honestly the most intimidating thing imho.
If these FP maps were in rotation in QP people could learn them at their leisure without the intimidation factor of being the only pilots that don't know them.
Is there any hope of getting FP maps into QP rotation?
#62
Posted 20 April 2023 - 09:08 AM
Is there hopes of including FW maps in QP: I do not see that occurring. The best you can do in QP is the quasi QP maps that were based off of the FW maps to certain degrees. I suggest opening up the testing grounds and run around the FW maps in a JJ light to learn the FW maps, read up on Yondude's FW guide for the various FW maps https://docs.google....#gid=985291394. Running around the map in testing grounds while referencing Yondude's guide is a great way to start learning the maps.
Watching some streams and videos to see where people fight on the various maps helps alot too to figure out where the various generators and gates are and where fighting usually occurs on the maps.
And playing FW with someone with some experience in FW goes a long way too. There is some good people within GNX and DPS and FJRD and some others that can show you the ropes if you ask them nicely enough.
Cheers. Good luck!
Edited by Jeff on a Buffalo, 20 April 2023 - 09:10 AM.
#63
Posted 20 April 2023 - 09:32 AM
Jeff on a Buffalo, on 20 April 2023 - 09:08 AM, said:
Is there hopes of including FW maps in QP: I do not see that occurring. The best you can do in QP is the quasi QP maps that were based off of the FW maps to certain degrees. I suggest opening up the testing grounds and run around the FW maps in a JJ light to learn the FW maps, read up on Yondude's FW guide for the various FW maps https://docs.google....#gid=985291394. Running around the map in testing grounds while referencing Yondude's guide is a great way to start learning the maps.
Watching some streams and videos to see where people fight on the various maps helps alot too to figure out where the various generators and gates are and where fighting usually occurs on the maps.
And playing FW with someone with some experience in FW goes a long way too. There is some good people within GNX and DPS and FJRD and some others that can show you the ropes if you ask them nicely enough.
Cheers. Good luck!
I really appreciate you responding with this helpful information.
Barring having the maps appear in QP I guess I'm left with no option but follow your advice.
I'm still; and forever will be; of the opinion that there is no better teacher than the battlefield.
So may just bite the bullet and just get my @ss kicked repeatedly until I learn the maps while being shot at.

It just seems like a missed opportunity.
If the same maps were used in both cases you might have less resistence from the general population to joining FW because of the familiarity.
edit: FW is already advertised as the the section of MWO where you face the most skilled pilots with the best tactics and strategies and tweaked out mechs. You throw in new maps and the intimidation factor is probably turning away people that might otherwise want to play. Consolidating maps across both game styles might ease the transition.
Edited by Stab Wound, 20 April 2023 - 10:47 AM.
#64
Posted 20 April 2023 - 12:49 PM
Stab Wound, on 20 April 2023 - 09:32 AM, said:
your best bet is to find a group to drop with who enjoys fw. the real obstacle is the lack of a matchmaker and the lack of a group size limit. but thats good. the modes for people to group up on, and play in a coordinated unit. its very tryhard. though the benefit of it is that you get good faster than in qp. someone pointed out to me the other day that all the fw units that try comp tend to dominate their divisions, just because theyre used to such a tryhard environment. infact a div d team that does fw regularly will have experience against div a teams, and will have a better map understanding than most qp players.
much faster and easier to join one of those groups, and learn from them.
#65
Posted 21 April 2023 - 05:01 PM
evil kerensky, on 20 April 2023 - 12:49 PM, said:
your best bet is to find a group to drop with who enjoys fw. the real obstacle is the lack of a matchmaker and the lack of a group size limit. but thats good. the modes for people to group up on, and play in a coordinated unit. its very tryhard. though the benefit of it is that you get good faster than in qp. someone pointed out to me the other day that all the fw units that try comp tend to dominate their divisions, just because theyre used to such a tryhard environment. infact a div d team that does fw regularly will have experience against div a teams, and will have a better map understanding than most qp players.
much faster and easier to join one of those groups, and learn from them.
Thanks, but that's not really my thing.The whole 'tryhard' life is long past appealing to me.
I just hate watching FW flounder, and I thought I could be helpful by suggesting shared maps.
I'm going to ride or die with QP.

#66
Posted 24 April 2023 - 02:01 AM
Stab Wound, on 21 April 2023 - 05:01 PM, said:
I just hate watching FW flounder, and I thought I could be helpful by suggesting shared maps.
I'm going to ride or die with QP.

it sounds way more intimidating than it is. you already said you did the first part. you should try and drop with those guys you mentioned again. itll probably go better for you, since tryhard in this late stage of mwos lifespan isnt really a high bar.
also, idk why i didnt think of it when i first replied, but counterattack is a mode that is just skirmish on the fw siege maps. it dissappeared after cw phase 3.0 though. idk how theyd get it in rotation though, as it only works with skirmish.
#67
Posted 24 April 2023 - 07:22 AM
When they managed to pop the two points, the boundaries of the map would move back. The respawn points for defenders would move back to a further in base with two more points, and the attackers would have their number of respawns reset to max.
Defenders had to run out the clock or grind through the respawns, attackers had to attack and destroy all 6 control points, 2 at a time. It was, and still is, the best attack and defend game mode i've ever played. Its dead simple. No weirdness with Generators and Gates. No wasted map space.
To be clear, the game modes are just scratching the surface of whats wrong with FP, but cleaning them up would do a lot to make it more accessible and functional. What I would propose is essentially incursion, but where the attackers don't have a base, and the defenders have 3. They need to be attacked one at a time (the out of bounds wall keeps the other bases out of the fight).
#68
Posted 26 April 2023 - 03:41 AM
#69
Posted 26 April 2023 - 05:33 AM
Cyborne Elemental, on 18 December 2022 - 01:04 AM, said:
The Clan invasion is over.
The Battle of Tukayyid (3052) and the claim to Earth (Terra) was won by COMSTAR, and Operation Klondike
was over.
There is no point in repeating the war over Tukayyid, its over and done with.
I think to revive Faction play, you almost have to make an entire new set of maps that are just Skirmishes for planets, and let IS fight IS, Clan vs Clan, or IS vs Clan.
Let people keep working on their faction status as loyalists, or mercs, or clans, and it will just be a free-for-all.
If they want to use Lore from Sarna and the Battletech books and history, do what you can when you can.
But its intended purpose has been served, and honestly in its current state rather pointless to bother with.
I like the idea of finding a timeline where its just a big planetary conquest for all factions.
Enforce dropdeck weight limits, and do 8v8 or 10v10 battles on maps similar to MW2, MW3, MW4.
Drop the entire nascar style arena maps like in QP.
Just make sure that it is not mixed clan and IS mechs so its not just a rehash of Quickplay.
and wtf ever happened to Solaris-7?
Solaris is a better mode than FP it's more down to skill than being in the correct side's mech.
Edited by KursedVixen, 26 April 2023 - 05:36 AM.
#70
Posted 26 April 2023 - 11:35 PM
Edited by Ignatius Audene, 26 April 2023 - 11:35 PM.
#71
Posted 27 April 2023 - 07:30 AM
Oh, man, I hope I could play FP soon again... I miss it so much (not quite being farmed, but hey, I knew it would happen when started to play it!)...
#72
Posted 28 April 2023 - 05:01 AM
groups would be a question mark
but you would know the map and mode way in advance
be like a 4 mech respawd on a FP map
also FP points as part of the rewards
thoughts
#73
Posted 01 May 2023 - 08:48 PM
Davegt27, on 28 April 2023 - 05:01 AM, said:
groups would be a question mark
but you would know the map and mode way in advance
be like a 4 mech respawd on a FP map
also FP points as part of the rewards
thoughts
i wonder if krazz reworking a few of the factionplay maps might help. id love to see some map reworks from krazz as part of 1 big tukkayid event. give people something new to come look at. then base the feasability of more fw updates off the response to that.
i cant fathom why fw isnt working rn as is. its the group que with solo opt in that people wanted, just with more modes and maps than qp, and respawns.
i think some map reworks, and an event to draw people in, and just remove any groups with more than 2 people in qp. force people to play the group based mode if they want to be in a group. no more stomping puggles in qp. do it in fw instead, where they at least have a warning.
Edited by evil kerensky, 01 May 2023 - 08:49 PM.
#74
Posted 01 May 2023 - 08:54 PM
why not just commit and make qp solo and duo que like it was in the past, and force the groups to play fw if they want to be grouped. ya, oceanic is gonna have trouble, but when i play oceanic, i can sync drop with my bros and its no issues. there isnt enough people in que at any given oceanic time to miss each other in que. and who knows, maybe fw will fill up quicker with a lot more 4 mans once you do it.
#75
Posted 02 May 2023 - 10:09 PM
evil kerensky, on 01 May 2023 - 08:54 PM, said:
why not just commit and make qp solo and duo que like it was in the past, and force the groups to play fw if they want to be grouped. ya, oceanic is gonna have trouble, but when i play oceanic, i can sync drop with my bros and its no issues. there isnt enough people in que at any given oceanic time to miss each other in que. and who knows, maybe fw will fill up quicker with a lot more 4 mans once you do it.
Yeah, but pugs have always been stomped on by groups since as long as we've had groups. But when it's just four people? I see them lose as much as they win. There's no reason to punish people for having friends anyway.
#76
Posted 02 May 2023 - 11:39 PM
Joanna Conners, on 02 May 2023 - 10:09 PM, said:
i see how youd get that view, but i disagree. i think that rn im seeing the same pilots in t3-1 matches that used to stomp pugs in fw stomping pugs in qp. the lower teir groups are not
if i see any old tags i think nothing of it. its when i see a comp units tags, or an old fw units tags in a 4 man that i think "thats gaming the system. they should be in fw where highly competitive groups belong. then maybe they wouldnt be sync dropping 2 4 mans and occassionally missing each other.
#77
Posted 04 May 2023 - 01:52 AM
I don't know which time zone u play, but outside of us prime forcing premades in fp will simply not work. Fp is rly quite in eu prime. Even with some teams coming over from QP (doubt this) there will be no regular matches before 9p.m in eu prime! And if I can't play with my buddy's I log off and play a proper single player game. No need to play multiplayer game without multiplayer.
Edited by Ignatius Audene, 04 May 2023 - 02:08 AM.
#78
Posted 04 May 2023 - 01:40 PM
KursedVixen, on 26 April 2023 - 05:33 AM, said:
Solaris is a better mode than FP it's more down to skill than being in the correct side's mech.
Theres alot wrong in this post...
#79
Posted 05 May 2023 - 09:47 AM
Or 10 IS vs. 8 clan.
It's the only damn way.
#80
Posted 06 May 2023 - 09:49 PM
B: this style of asymmetrical balance is near impossible to balance. Most likely will just result in w waves to exploit clan numbers disadvantage. Just throwing waves of brawler at clans doesn't sound fun to me. Leave TT in TT.
Edited by Ignatius Audene, 06 May 2023 - 09:51 PM.
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