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  1. #121
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    707
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    I'm not having much fun in Rival Wings compared to older Frontlines. It's a bit too casual, I'm just sitting there hitting people. Who cares if they die, who cares if I die. There's no "battle high" to keep. Sure there is soaring, but they come and go so fast cause it's team dependent. Even the high scores aren't interesting anymore, cause mech damage is mixed in so you can't see who did a bunch of pvp damage. Like most of the time I'm just tabbed out riding a mount to a destination, like right now. I'm typing this comment literally in a match.
    (1)
    The tiniest lala.

  2. #122
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    And while you do that, here's what I'm usually doing:

    Checking the map to see what's an area that needs defense, an opening in the enemy's defenses, an Oppressor that needs support/stopping
    Not overly focusing mid
    Covering a teammate if I see they need it
    Supporting a push as needed
    Stopping a push as needed
    Aggressively attacking an enemy mech to remove the threat from the field
    Scouting cannons, attacking if I see the opportunity
    Giving mid backup if, and only if they actually need it
    Flanking enemy positions, often on foot, to breach their defensive line and attack/finish off a weakened Brute Justice
    Communicating all this as best I can to keep my team's efforts coordinated.

    Lots to do. Far more than just racking up high kill counts and damage, which I still end up doing in the process of all that. Mileage may vary.
    (1)

  3. #123
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    707
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    You just listed a bunch of things that either take 2s to do or is more brainded than pve. There's just no challenge in killing anyone, or even winning. Why? Because the battles are all extremely lopsided. 90% of the games I've been in have a clear winner. At the end of the match it doesn't feel satisfying, because my team was winning the whole time. Same for regular battles. There's no challenge in 6v3 some people in mid and slaughtering them, nor does it feel bad to die when outnumbered because, well you were outnumbered what can you do. I've only seen close comebacks in like a tiny amount of games and even then those weren't anything special. Right now as I'm typing this my team has 6 mechs and the opponent has none. For the next 10 minutes of this match it will just be a steamroll, there is no chance for the opponent to come back. It's just too easy and boring.
    (0)
    The tiniest lala.

  4. #124
    Player
    IchiExorz's Avatar
    Join Date
    Jun 2017
    Posts
    150
    Character
    Ichi Exorz
    World
    Odin
    Main Class
    Red Mage Lv 90
    As much as i'm enjoying Rival Wings so far I feel like it needs a lot of tweaks.
    First of all I feel like for a large scale PvP mode there are too many objectives.
    It's hard to get 24 people to do what should be done.
    Personally I'd have preferred it to be smaller scale. (12- 16 players with maybe 2-3 machina armors at once.)

    I feel like the machina armors should have been more difficult to spawn and be stronger instead of spamming them. More rare but more impactful.

    Also I feel like being in the side lanes should be more rewarding because right now people just fight for CE, spam machinas & rush a lane down. I don't think that's what this gamemode is supposed to be like.
    Killing enemy minions and defending your own should be an actual priority over having almsot everyone in the middle zerging for the generator with a few people getting the CE tanks.

    The way it is right now it kinda feels like a clusterfuck instead of parties having defined roles or objectives to defend of attack.

    What I personally hoped it would be like: 12-16 people with 1 party in the south lane, 1 party in the north lane and 1 or 2 parties fighting for CE at the start of the game. Then 1 group stays defending or attacking the generator/CE tanks with the other group roaming & helping out people.


    I just feel like SE tried to make a more competitive & more objective based PvP mode compared to frontline, shatter,...but that just doesn't work with the amount of people in a game.

    Edit: About the actual machina armors, i think they're fine & balanced as they are.
    Despite them being strong, they still need players to defend them.

    I just feel like the Mammet minions should be more of a threat. They shouldn't be ignored & they should be used as a mechanic. Defending your own mammets & kill the enemy mammets (defending & pushing the lanes) should be one of the key objectives of this gamemode alongside of the machina armors/CE. But right now its all about the CE & armors & nobody cares about the lanes until they see some mechs pushing down a certain lane in specific.

    I feel like the objective of this gamemode is to have people spread out & do diffirent objectives. But thats not what its accomplishing right now.

    I really feel like this gamemode could become very fun if they make some adjustments to it.
    (1)
    Last edited by IchiExorz; 12-04-2017 at 07:11 PM.

  5. #125
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by IchiExorz View Post
    I just feel like the Mammet minions should be more of a threat. They shouldn't be ignored & they should be used as a mechanic. Defending your own mammets & kill the enemy mammets (defending & pushing the lanes) should be one of the key objectives of this gamemode alongside of the machina armors/CE.
    I typically escort mammets and I have taken out a tower with them. They are a threat.
    (1)

  6. #126
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Yes they are!

    While everyone's rabidly fighting over mid early on, I've taken towers down halfway with mammets before someone even shows up.
    (1)

  7. #127
    Player
    saucyshortcake's Avatar
    Join Date
    Sep 2013
    Posts
    101
    Character
    Kenzeil Zolas
    World
    Behemoth
    Main Class
    Conjurer Lv 30
    Mammets can do a ton of tower damage, especially if you're playing as a healer. No solo person can stop you from getting them in, because you can outheal any damage done to them by other players.
    (1)

  8. #128
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    Sad to say but this is the PvP mode Ive enjoyed the least only because mechs involved. Using mechs is boring, but sometimes people dont ride one or the ppl grabbinga mech in my party dont know what they are doing so I have to grab them. Also, people are going ti counter me on this but it feels like there is so msny objectives that aren’t the PvP I enjoy.

    For example:
    - Mech vs Mech, 9 button pvp reduced to 2 buttonp pvp.
    - Picking up CE.
    - Attacking mammets.

    Early on I enjoyed fighting and defending in mid but... I don’t know, now I just grab some mechs and win. But it’s not just FFXIV, I’ve never enjoyed mechs in any game I’ve played.

    I just wanna play Seal Rock again which is the best battleground so far imo.
    (1)

  9. #129
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    There is a very simple solution to fix the degenerate gameplay involved with the middle generator, where you can plop a couple of healers there and it takes a disproportionate amount of effort to dislodge them.

    The issue comes down to control being determined by use of a clickable/interactable object which is very easy to disrupt as long as one enemy player is around, it's just a bit binary and unsatisfying. You just need to make it a tug-of-war control point style objective like the starting outposts in Shatter instead. Just make the entire upper floor of the room a control point and any player standing inside it contributes to pushing the meter away from neutral and toward their side, until it passes a certain threshold and one team caps it.

    Now it doesn't matter if one team has nothing but 4 healers there trying to stall, if you show up with 1 healer and 4 dps or something, you'll win it eventually because you have more people and they'll be wasting their time. If the enemy team wants to prevent this, they have to try and kill you or outnumber you, which means fielding more players and more balanced compositions to actually try and defend it properly.
    (3)
    Last edited by Myon88; 12-05-2017 at 06:13 PM.

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