10V12 Or 12V12
#1
Posted 19 February 2014 - 05:22 AM
The current plan for PGI is to have the Clan mechs "balanced" against the IS tech and teams set for 12v12. PGI has alluded to starting with 12v12 THEN will consider 10v12 (probably if 12v12 proves too roflstomp against the stravag IS).
How will this impact what you do with MW:O when/after Community Warfare kicks in? For myself, two options: 1) stop playing MW:O regularly, or, 2) play 12v12 as a Clansman and do my level best to stomp the doo-doo out of the opposing IS team.
views?
#2
Posted 19 February 2014 - 06:09 AM
For me? 12v12 or 12v10, I could not care less. I get to play a Mechwarrior game with Clan mechs representing Clan Nova Cat. I get to do the fun stomp stomp and pew pews either way, quiaff? The number of mechs on the field do nothing to keep me from choosing to fight honorably or uphold the Clan's integrity.
Edited by Pariah Devalis, 19 February 2014 - 06:15 AM.
#3
Posted 19 February 2014 - 06:32 AM
Gremlich Johns, on 19 February 2014 - 05:22 AM, said:
The current plan for PGI is to have the Clan mechs "balanced" against the IS tech and teams set for 12v12. PGI has alluded to starting with 12v12 THEN will consider 10v12 (probably if 12v12 proves too roflstomp against the stravag IS).
How will this impact what you do with MW:O when/after Community Warfare kicks in? For myself, two options: 1) stop playing MW:O regularly, or, 2) play 12v12 as a Clansman and do my level best to stomp the doo-doo out of the opposing IS team.
views?
For me its about the balance, I could be swayed either side.
If 12 v 12 is balanced I will prob enjoy seeing all the varied IS mechs on the field.
If 10 v 12 is balanced than I suspect IS mechs are a historical refernece point and nothing else, most battles will be 10 Clan vs 10 Clan (tech, not faction).
Personally I can switch factions and enjoy the game for what it is as long as it is balanced.
#4
Posted 19 February 2014 - 06:32 AM
Pariah Devalis, on 19 February 2014 - 06:09 AM, said:
For me? 12v12 or 12v10, I could not care less. I get to play a Mechwarrior game with Clan mechs representing Clan Nova Cat. I get to do the fun stomp stomp and pew pews either way, quiaff? The number of mechs on the field do nothing to keep me from choosing to fight honorably or uphold the Clan's integrity.
This.
Despite on how OP clan mech should be comparing to IS via TT rules, i'm glad that Pgi wants to implement our tech the way they intent.
Balanced. After all, if they were OP, who would we fight againt?
I'd really love to see Stars implemented, but not if it messes up the balance in general.
#5
Posted 19 February 2014 - 06:42 AM
MechB Kotare, on 19 February 2014 - 06:32 AM, said:
This.
Despite on how OP clan mech should be comparing to IS via TT rules, i'm glad that Pgi wants to implement our tech the way they intent.
Balanced. After all, if they were OP, who would we fight againt?
I'd really love to see Stars implemented, but not if it messes up the balance in general.
Alot of people seem to be supporting 10 v 12 which I can understand the empathy behind, but I just cannot support myself.
Its basically saying lets balance clan tech to IS. Which to me is not ideal.
We should be saying lets balance IS tech to Clan imo.
Star vs 2 lances (5 vs 8) sounds right to me, gives Omni's a sense of that 2 v 1 'power' canon supports and still holds true to the lore behind the Clans.
OFC, IS team with 3 mech advantage is significant so hence the "OP' of Clan mechs, but you know thats what its about rgiht?
#6
Posted 19 February 2014 - 06:51 AM
Pariah Devalis, on 19 February 2014 - 06:09 AM, said:
A tad harsh and you presume much - there is no rage on my part, however you may perceive my post. I would actually drop the game if I didn't think that ultimately CW might just work, I just find the game not particularly any more different or challenging to play than it was when Closed Beta began. I do appreciate that they need to not discourage new players from continuing to play this game, but there are as many Clan-centric players as IS-centric players and to not balance things with an even hand could degrade future gameplay when CW lands. Forced 10v12 play with Clan tech close to canon would contribute much "realism" to the lore and fiction. I allot 2-3 hours twice a week to play MW:O with a few of the guys I have been gaming with for more than 15 years. It is just something to do while we catch up. MW:O needs to be more than something in the background. It has yet to achieve that and evening everything out diminishes the IP.
#7
Posted 19 February 2014 - 06:52 AM
#8
Posted 19 February 2014 - 07:10 AM
- Immersion theme, I want to play as clansman and have no interest in IS strifes. Period.
- Challenge and diversion from IS themed gameplay
- Balance can be assymetrical, read weight/skill(ELO?) limits
As for your question, I have stopped playing only in case of terrific in-game balance issues, the same rule will apply for my future breaks, it is the only valid non-real-life break condition, in my opinion.
Edit: typos
Edited by Featherwood, 19 February 2014 - 07:15 AM.
#9
Posted 19 February 2014 - 07:26 AM
/tinfoil hat
I can see the groups of IS pilots sync dropping their clan chassis to overpower clan factions.
/remove hat
I hope players are able to choose between a Great House or Merc Unit and also a Clan, and that clan chassis will only fight IS chassis. (erhrm, for the time being)
Edited by M4NTiC0R3X, 19 February 2014 - 07:29 AM.
#10
Posted 19 February 2014 - 07:51 AM
It will cause more people to leave if suddenly IS players who bought Clanpacks can not play with their friends due to 10v12 balancing. All of the arguments about separate cues end the same way. Keeping the vast number of casual players is more important to PGI than keeping lore-hounds. The latter will either suck it up or they will dribble away in smaller numbers and have even less of a voice in this game.
Balance trumps lore in this case, right or wrong, and PGIs decision to go the route they have gone will seal that imo.
My prediction is 12v12 is here to stay. It offers the largest pool of players to play together as opposed to splitting queues by tech. Secondly....they can barely balance tech as it is. Do we honestly believe they will try to gauge the value of two mechs worth of tech in order to be balanced for 10v12 while at the same time cutting up the queues even more?
Oh you want to drop in a VTR but I want to play my Adder? Guess we cannot drop together.
#11
Posted 19 February 2014 - 08:44 AM
Because for 12v12, it means you had to nerf Clan 'Mechs so hard as to make them no longer "technically superior" in any sense- you're just another Successor House with funny-looking 'Mechs everyone else can use anyway.
Clan forces are supposed to be numerically inferior but technologically superior. Anything else means they've failed to implement Clan 'Mechs properly and took a steaming dump on the entire thing to grab cash from unsuspecting noobs.
#12
Posted 19 February 2014 - 09:10 AM
Gremlich Johns, on 19 February 2014 - 06:51 AM, said:
A tad harsh and you presume much - there is no rage on my part, however you may perceive my post. I would actually drop the game if I didn't think that ultimately CW might just work, I just find the game not particularly any more different or challenging to play than it was when Closed Beta began. I do appreciate that they need to not discourage new players from continuing to play this game, but there are as many Clan-centric players as IS-centric players and to not balance things with an even hand could degrade future gameplay when CW lands. Forced 10v12 play with Clan tech close to canon would contribute much "realism" to the lore and fiction. I allot 2-3 hours twice a week to play MW:O with a few of the guys I have been gaming with for more than 15 years. It is just something to do while we catch up. MW:O needs to be more than something in the background. It has yet to achieve that and evening everything out diminishes the IP.
I actually was not suggesting you were mad, GJ. I have, however, seen more than a fair share of people in the forums and on reddit throwing a temper tantrum every time lore is sacrificed in the name of making a game that is balanced and fun for everyone to play. Anyone who throws themselves into such a tizzy that they rage to the point of quitting when 12v12 clans/is are released probably have deeper seated issues they really aught to work out if the 12v12 is done specifically to keep the game balanced and playable, without causing a mass player migration to Clan tech.
Having said that, I would easily support a lore friendly 10v12 setup if it could be proven to be balanced in the context of not only mech on mech combat but of the various game modes with their capture mechanics. The name of the game here is, again, balance.
Edited by Pariah Devalis, 19 February 2014 - 09:13 AM.
#13
Posted 19 February 2014 - 09:34 AM
#14
Posted 19 February 2014 - 09:49 AM
But be aware, I'm a Merc and I WILL be fielding Clan Tech if I'm allowed to purchase it. Otherwise, what's the point of the game without the new toys.
#16
Posted 19 February 2014 - 09:54 AM
Edited by Will9761, 19 February 2014 - 09:56 AM.
#17
Posted 19 February 2014 - 10:13 AM
Edited by daneiel varna, 19 February 2014 - 10:16 AM.
#18
Posted 19 February 2014 - 10:19 AM
IS:
1. IS players using Clan tech should run a risk of a malfunction. (It is new to them and they should not know quite how it works.)
2. When they buy "new" Clan mechs, they should be incomplete. (It is salvage after all.)
3. IS tech can be fitted on Clan mechs. (Again, at the risk of malfunction.)
Clans:
1. Clan players can fit SOME Clan tech on their IS mechs.
Thoughts?
#19
Posted 19 February 2014 - 10:28 AM
maybe overpowered guns with weaker armor on clanners will win the day in 12v12
#20
Posted 19 February 2014 - 01:00 PM
Mazzyplz, on 19 February 2014 - 10:28 AM, said:
maybe overpowered guns with weaker armor on clanners will win the day in 12v12
Clanners have the same armor as everyone else. Read the stuff on MWO's Omnimech construction rules? While you won't be able to change types, they'll be able to max armor like anyone else would.
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