Weekly Blog #5 – CW first thoughts & BotW


BotW stands for Build of the Week.

Welcome to Weekly Blog #5!!!!!!!!!! (Sorry it’s a few hours late…=X)So, community warfare, huh?!!?!??!??!?!?!?!?!!??!! I’m working on a more comprehensive article/series of articles about this, I’m sorry that it still hasn’t come out, but…it’s just so fuckin weird ya know? And hopefully this will help explain that.

First of all, CW is broken. Just as broken as we all thought it would be. Let’s start on the micro-level, on a game-by-game basis.

The defending team has a massive and unfun advantage…if the teams play it as it’s “supposed” to be played. But if the attackers play it like a bunch of dirty bastards (zerg rush the objective), it’s ridiculously to get a quick win. Besides those two ridiculous issues…

  • dropships have massive firepower with huge range and aimbots, plus they auto-aim at my head 90% of the time which blinds me and is fkn annoying
  • gates serve no purpose but to alert defenders where you (might be) attacking. even when on defense i usually want the gates to go down so that i can get at the bad guys already
  • 9 billion other bugs and places to get stuck ‘n shit

And for the meta-level stuff…

Shit’s fucked, yo. You can have 3 groups assaulting a planet non-stop all day, winning every round, and the number of wins on it will stagnate or fall. Why? because 3409324 teams are queued up to defend it and get auto-wins. All the while, other people are queued up to attack other planets and get auto-wins there because you’re in game for a half hour at a time and so can’t queue up to respond to an attack. At least, that’s how it seems to be working. It’s pretty goddamn confusing to be honest.

This probably sounds like I’m complaining, but really I’m just disappointed with the current implementation and hope it gets fixed ASAP. Either way, it doesn’t bother me that much because my team (SJR) is focused on competitive stuff with CW just as a secondary concern at the moment, so all I want is good games to grind c-bills in. But I feel bad for other people who were looking to CW as their raison d’etre and take it seriously…cuz it really is pretty broken.

Also, we can’t group queue with people in the same faction who are in different units? SYNC DROPS ARE BACK, BITCHES.

 

One thing that I’m always having to remind myself of is that it’s the Community Warfare “beta” and hopefully they get some work done. However, there is one announcement that I am excited about, which has received, like, no attention.

MWO IS OFFICIALLY IN BETA! Up until now it’s been alpha because it was missing a (some would say “the”) core feature, but now it finally meets the definition of a beta game. Woo excitement yeah cheering is audible in the background. At any rate, we’ll wait and see how it turns out, can’t wait until the game is fully functional.

With that little…monologue? slash preview of what im working on? out of the way, let’s do the

 

Build of the Week!

Now, the obvious choice for this is the King Crab because it was just released and there’s some stupid-ass shit that you can do on that chassis. But I kinda wanna make a custom bracket build that might make people feel like they’re playing a legit IS mech rather than some min-maxed shit.

King Crab KGC-0000 “Spamalot”

Just to be clear, I don’t think that this build is “good” for CW. I think it’s fun, interesting, and maybe not total shit. And I think it’s sort of canon-esque.

The Spamalot‘s armament is build to excel at all ranges, and only grow more devestating as the range decreases. For long-range firepower, this mech carries the devestating armament of a Gauss Rifle and 2 ER Large Lasers, able to hit mechs at the furthest distances with impunity, and 4 tons of ammo keeps this monster going for quite some time, meaning that it doesn’t rely on supply routes of any kind to keep it going and can operate on its own effectively, if need be. In case of enemy mechs attempting to run down this beast, it carries 2 medium lasers and 4 Artemis-equipped SRM 4s as backup weapons, capable of putting any enemy mech directly into the ground.

An intelligent mechwarrior will not dare the incredible heat involved in using all weapons at once, rather opting to separate them out by range, and keep the Gauss Rifle going for its heat-less damage. At short-range, when running hot, a pilot may even elect to abandon the medium lasers in favor of only using the ammo-dependent weapons for the bonus of less heat consumption. Always, care is recommended, for the normally titanic armor level will be useless if the mech suffers a malfunction due to heat and powers down (or even takes internal damage!) at a crucial moment.

 

Anyways, hope you have fun with that one…just be careful aight?  Cool.

 

-G8