Pretty much just CW lately, and wind up playing whatever mode I happen to get when I click on the notification, which winds up being defend slightly more than attack.
I think community warefare is easily the most fun as long as teams are fighting it out. it seems like its quickly devolving into base rush vs try and stop the base rush, which isn't really fun at all.
Fun is different for everyone. I like trying to stop the zerg rush. I also enjoy doing the zerg rush. And the WTF moments when 12 light mechs jump over the wall to counter-attack the attackers. CW is easily the best thing to happen to the game so far. I can't wait to see what else PGI has planned.
To me CW is still a mystical illusion. I guess it is my punishment for not joining a unit or dropping with more than 3 of us. So, I must cast my vote with the only mode that encourages actual attacking and skirmishing - conquest.
There's no "Yes" option, so I didn't know what to hit I still play all the game modes...when I solo queue normal, I leave all checked since I tend to be in mechs that can capitalize on any of them regardless. In CW, I tend to hit defense habitually since I end up counter attacking 90% of the time anyway, so I might as well have a shot at a random defense here and there
Voted Conquest. It's the mode I'm playing when I'm solo, especially in a light mech. Less static and systematic than other game modes. Also there is no bad map/mode combination in Conquest (unlike assault on River City or Mining, or Skirmish on Terra Therma or Alpine). But grouped I really enjoy Skirmish, maybe more than Conquest. The only mode I don't like is assault. So far I enjoy CW very much, I like the intensity of long games.
Well, I've played a lot of CW recently, and for normals I usually launch Skirmish/Conquest. But conquest is my favorite. Assault sucks. It's skirmish with turrets. There's no particular need for tactics beyond that in skirmish, because there's only one objective. It's also very, very poorly laid out on some maps (river city...) Skirmish is OK. Big brawl. Generally better spawn points than Assault. Because there's no objective other than "kill them all" it's actually more open to tactical play: you can more freely flank an enemy because you don't have a base to expose by doing so. Invasion (CW) doesn't actually let you pick attack or defense directly, so I'll evaluate both together. It's fun, better than assault. Unfortunate map design has somewhat limited the tactics available to attackers at the moment, but I expect that to change a bit with time. PGI has lots of balancing levers (turret strength, numbers, health on the generators, etc, etc.) to tune this. Conquest is fun. There are enough objectives that you don't have to get stuck fighting deathball-to-deathball. And any mech can be useful, unlike on some other modes. A lone mist lynx running around isn't a huge threat in a fight, but if it starts capping a point behind the enemy team it can often split them up, removing their light screen and allowing its team to engage safely. There's enough tactical flexibility built in to make the game consistently interesting. That's something the other modes mostly lack, though I can see it becoming present in Invasion.
CW has potential, but its not there yet for me. Personally, it goes: Conquest Assault Skirmish CW is a nonfactor until they fix some issues. The reason I like conquest is it forces the brawl, and the objectives are more often a factor. If I play assault or skirmish they end up being 7 minutes of peekaboo sniping, which is boring on my brawlers and frustrating on my LRM boats.
Right now conquest is the best designed. I can run a fast brawler or a light without fearing to have nothing to do for the first 7 min, so it's good enough to run only that on solo drops.
I picked clan wars because I like the longer format games (when I have time). Defense because its the only time it seems that IS have much of a chance of winning. I guess I could have gone clans but I have more choices in IS and it's more challenging (I think). For regular pug games I leave all the boxes checked but I prefer conquest because it's more tactical and you often get smaller brawls that are more fun. I try to keep my mechs min/maxed but not so specifically designed that they only work on certain maps or game modes.
I wonder if CW would be better with more avenues in, but a more difficult objective (longer paths or more structural HP). Something like where the objective is at the position Theta is in on a normal map, and the attacking team can come from any direction. 360 degrees of attack vs 45 degrees of attack. It would make defense harder and flanking possible.
Options aren't particularly usefull All solo while I level..... wait thats not there.... Group is a nightmare of try hard farmers atm.
I'd love to see a CW map with multiple objectives that have to be taken down within a short time period. So some generators that get repaired. Make it so even a 200km/h mech can't get from one to the next in time, thereby forcing attackers to split their forces. Then make it so if any of the objectives are taken down the defenders respawn time increases... each time. That would force attackers to split their forces, since both objectives must be taken down at the same time. It would also encourage defenders to split their forces, because if the attackers scout them and repeatedly kill an objective they're not guarding and then rush... well, they wont' respawn in time to defend the attackers' second push. Put gates at places other than just the outside. Put gates far from their generators. Have gates that start open which the defenders can close. Etc, etc. There's a TON of potential to encourage tactical play in the new system. It's just not there yet.
Defense in community warfare is the best. Attack next. Then whatever, all of the regular modes rank whatever to me. I won't play then again unless grinding mechs, and could care less what I play.
I would like to see an objective based attack mode with checkpoints that you have to get through to move up your spawn point, like what was done in Enemy Territory.
I was thinking require more movement on defense but also make it so a zerg can't just blow up the generator real quick. So, step 1 is increase generator health. Step 2 is any of the following nonexclusive methods: * Multiple entry points that do not have a single point with LOS to every point * Multiple objectives where destroying one ends the game (thinking of most attack/defend maps in the original Americas Army here)
I just don't see how CTF would work without it being a dropship mode map...and then you're getting into CoD respawn hell/spawn camp territory. I'd pass on that mess :/