Playing as a Clanner
Posted 27 May 2012 - 03:25 PM
But I do like some of their mechs ^^
Posted 27 May 2012 - 03:25 PM
So you exclude the majority of the players from the Clanners that easily?
Because the rules, what you suggested, the Clan side got most of the hardcore player, while the IS got all the below-average players. This gonna be a great gaming experience for the Clan players, because they not only get the better technology, but even get the sets of the better players - easy win for every battle.
Do you really think this is what made the MWO a great and exiting game? Split the player base for the "hardcore" clanner side and the "casual and munchkins" IS side?
Well if you want to be true to canon then, yes, that is exactly how it should be. Clanners are bred and trained for life in order to combat the enemy.
There was no "fair" or "balance" only honorable victory or death.
Posted 27 May 2012 - 04:11 PM
Does everyone forget that clan tech has big disadvantage in heat levels, and recycle times? or is my knowledge so completely warped by the MW4 series that i might as well be a noob?
Clan tech had better heat dissipation due to double heat sinks & they recycled faster. If you want quotes from the lore, let me know.
MW series have never been a 1-1 TT conversion since MW is a combat simulation game, not TT for PC. I think the same should apply for MWO.
I have played MW2-MW4 multiplayer in various leagues, so I did see all the balancing act in all those games and leagues, the good and the bad.
Now in MWO with no leagues to help balance through league rules, it is a matter of how the devs will be tweaking the weapons and equipments to balance them.
Example MW4-HC mod,being the last MW expansion i beta tested and played a lot: clan large laser in MW4, it was the dominant most used weapon. By simply tweaking its heat, damage and range, other weapons started to become popular. Next take Clan PPC vs IS PPC, Clan ERPPC has superior range+damage, but IS PPC produces less heat. Heat sink effect can be tweaked as well. Clan player had to watch and position themselves well to be able to take advantage of the range, while IS player would seek to sneak into shorter range to take advantage of the less heat. Once the range has closed, the superior range became irrelevant. Higher damage of Clan PPC was also balanced out by the fact that IS PPC can shoot more often thanks to less heat. Terrain plays a big role as well. Range advantage is very often neutralized by the terrain after all.
Team work and tactical play become much more pronounced when the game is balanced and of course the game become a fun competitive for everyone be it IS or Clan.
Edited by Taigen, 27 May 2012 - 04:17 PM.
Posted 29 May 2012 - 05:35 PM
Clan rules of battlefield conduct as in BT lore would be extremely problematic to enforce in game that is populated by human players. It can taken as a fact that majority of players will have only little knowledge over BattleTech setting and even when they have played the game for bit majority of players haven't pick up much more of it. If there will be strict rules enforced players will always find ways to abuse those. Since mechs will be modifiable, one way around Zellbirgen could be forcing IS players to initiate free-for-all battle via technical trickery like ECM or baiting by running into middle of a declared due taking a stray shot or by baiting enemy to fire back by shooting near misses.
IMHO best way around would be giving IS forces superior numbers, size advantage or combination of both to compensate for better Clan equipment. Hopefully in a way that doesn't break lore too much. Maybe something like binary versus IS company with equal weights and increasing lances to 5 mechs or alternatively making putting three or so points of support units like recon UAV's or elementals to Clan forces.
Posted 30 May 2012 - 04:17 AM
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