... ok... i needed to get that out.
this is in direct responce to their Clan Tech Design Post here:
http://mwomercs.com/...gn-perspective/
I hate a good many of these half-brained nurfs. Admittedly Clan tech is OP. its supposed to be that way.
That said, mostly all of the ideas mentioned are freakin dumb given we have 4 systems to deal with the critical issues that unbalance games: ELO, Battle Value, Tonnage Limits, and Number of Players.
Now, dont get me wrong, some of the Clan weapons are just insane. Clan LRMs could use a looking at, not really liking their way of looking at it, but whatever, Ive already said that.
but more, we need a game balancing system that doesnt suck. and no matter how hard they nurf (and they are) clan stuff, its STILL going to be better than IS, thus defeating everything their ******** post is about.
But being positive and looking forward... and trying to ignore them.. which doesnt work but whatever...
Battle Value. This was how Battletech BALANCED itself (assuming you wanted to play a balanced game) it wasnt perfect. I would recomend they take a DAMN long look at all the stats they have access to and make a NEW BattleValue system that works for MW:O unlike the makers of Battletech, MW:O has .... LOTS of statistics they can use to base this on.
This is Part 1.
ELO. or just any system of ranking player skill. Again, MW:O has the stats... and there are systems out there that do a decent job of representing player skill levels as a value.
This is Part 2.
Now, take Part 2 turn it into a percentage, and then multiply it by Part1. Done. NEW number created (Pew Rating, whatever..)
Now, you have 5000000 people who want to run their mad cat's and their daishi's all day, put them in games with each other. make full games. IS vs IS; Clan vs Clan, easy.. but you'd like to mix it up (why? thats not exactly in the cannon, atleast not as the clans are invading!.. anyways...)
the New 'Pew Rating could see matches of 6 clan vs 12 Innersphere. This is EXACTLY what is ment to happen with Battle Value, and makes sense as the Clans are INVADING, and thus the endless supply is back home, not on the front line.. attrition is how the IS wins (well that and punching mechs in the groin, and not playing fair at all, but then we cant recreate that, so whatever.)
Now you really want to mix junk up.. match similar Pew Ratings of Clan mechs (the big numbers) and fill gaps with IS mechs.
With a good matchmaking system highpower OP stuff becomes less of an issue cause you wont see a firing lines of 12 of them.. and if you do, you have your own.. and the meta spirals.. and its ultimalty no less dangerous being hit by a Clan or IS ERPPC...
Now, enough with my 'new matchmaking' ridiculousness. Lets talk about the good stuff, the mechs themselves. We keep hearing about this new 'Qwerk' system that no one has actually done anything on- F-them. This could be a CRITICAL balancing point!
Clan mechs and equipment could be very good, to the point of OP and STILL have no special balancing nurf system to them IF they put these 'Querks' on IS mechs only, and they actually DO something awesome for these mechs... like the Quickdraw having a +25% RoF bonus to all weapon system on it.. that makes it NASTY! or the Jenner getting a HeatSink Effectiveness bonus in 1 location on the mech..
Changing the pilot skill trees to focus on Heat disipation for the InnerSpehere mechs, where as the Clan mechs get better sensor range, or use of 'boosters' like the Quickshots but limiting their mechs to 1 module slot each that you only get out of the skill tree....
THESE KIND OF THINGS SHOULD BE WHAT REALLY DIFFERENTIATES INNER SPEHERE FROM CLAN!~!
Edited by Phantomime, 17 December 2013 - 07:44 PM.
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