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Don't Worry About Clans Being Overpowered


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#41 Merky Merc

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Posted 19 April 2013 - 07:46 PM

View PostViper69, on 19 April 2013 - 07:45 PM, said:


Nope, they are standard battlemech outfitted with clan tech, their structure is still a battle mech.


So that would make them... battlemechs and not omnis.

#42 Mechwarrior Buddah

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Posted 19 April 2013 - 07:46 PM

View PostViper69, on 19 April 2013 - 07:45 PM, said:


Nope, they are standard battlemech outfitted with clan tech, their structure is still a battle mech.


you just agreed with what I said; read it again

http://www.sarna.net...28BattleMech%29

Clan non omni mech

off topic; http://www.sarna.net...28BattleMech%29 huh, a heavy thats lighter than a catapult k-2 that comes with 2 gauss

Edited by Mechwarrior Buddah, 19 April 2013 - 07:48 PM.


#43 Lonestar1771

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Posted 19 April 2013 - 07:47 PM

View PostSyllogy, on 19 April 2013 - 07:11 PM, said:


As a fellow Texan, it hurts to bring this out... but how much experience do you have in game development, exactly?


What does my experience in game development have to do with mixing tech?

#44 Viper69

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Posted 19 April 2013 - 07:48 PM

View PostMerky Merc, on 19 April 2013 - 07:46 PM, said:


So that would make them... battlemechs and not omnis.


Is that not what I said sir? I think you are getting me and syl mixed up here. You may want to go back and re-read our posts.

View PostMechwarrior Buddah, on 19 April 2013 - 07:46 PM, said:


you just agreed with what I said; read it again

http://www.sarna.net...28BattleMech%29

Clan non omni mech


I was not disputing you I was disputing Syll. I just misquoted is all :D

Edited by Viper69, 19 April 2013 - 07:49 PM.


#45 Mechwarrior Buddah

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Posted 19 April 2013 - 07:49 PM

View PostViper69, on 19 April 2013 - 07:48 PM, said:


Is that not what I said sir? I think you are getting me and syl mixed up here. You may want to go back and re-read our posts.



I was not disputing you I was disputing Syll.


ah my bad lol

also; every clan mech predecessor that they still use is a battlemech and not an omni

Edited by Mechwarrior Buddah, 19 April 2013 - 07:50 PM.


#46 Viper69

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Posted 19 April 2013 - 07:50 PM

View PostMechwarrior Buddah, on 19 April 2013 - 07:49 PM, said:


ah my bad lol

also; every clan mech predecessor that they still use is a battlemech and not an omni


No biggie we are all having a friendly discussion :D No harm done.

#47 Mechwarrior Buddah

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Posted 19 April 2013 - 07:58 PM

View PostViper69, on 19 April 2013 - 07:46 PM, said:


What does its role have to do with it not being an omni mech?


what does it being a death sentance have to do with if its omni or not too? lol

#48 Merky Merc

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Posted 19 April 2013 - 08:01 PM

View PostMechwarrior Buddah, on 19 April 2013 - 07:58 PM, said:


what does it being a death sentance have to do with if its omni or not too? lol


He's only pointing out that piloting IS battlemechs will be a death sentence when puretech only omnimechs are introduced. :D
Or maybe I'm reading into that with a bias, in the meantime another Clan battlemech. http://www.sarna.net/wiki/Tundra_Wolf

#49 Kiiyor

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Posted 19 April 2013 - 08:05 PM

View PostFupDup, on 19 April 2013 - 07:00 PM, said:

They still got 7 crit Endo and FF (not to mention their FF has higher damage resistance), 2-crit XL engines (you can survive losing 1 side torso), and 2-slot DHS.

I'm gonna worry. :D


Don't forget the 5 tonne no ammo gauss rifles.

#50 FupDup

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Posted 19 April 2013 - 08:18 PM

View PostKiiyor, on 19 April 2013 - 08:05 PM, said:

Don't forget the 5 tonne no ammo gauss rifles.

Or the 1-crit, 1-ton Large Lasers that generate less heat. :D

#51 Critical Fumble

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Posted 19 April 2013 - 08:19 PM

I wasn't concerned, I mean they can only get 8 kills.

But there's already talk of buffing them. 12 kills a round? Really PGI?

(someone remind me to do this troll again when they add it in, or steal it yourself)

#52 Mechwarrior Buddah

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Posted 19 April 2013 - 08:27 PM

View PostCritical Fumble, on 19 April 2013 - 08:19 PM, said:

I wasn't concerned, I mean they can only get 8 kills.

But there's already talk of buffing them. 12 kills a round? Really PGI?

(someone remind me to do this troll again when they add it in, or steal it yourself)


Ive reached my positive limit of likes for the day quota, so I leave you with Catception

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#53 Bagheera

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Posted 19 April 2013 - 08:32 PM

View PostSyllogy, on 19 April 2013 - 07:19 PM, said:


You have a lot of research to do on how Community Warfare works, and the array of downsides to Clans and Clan Tech.


Oh, do post up any and all links explaining Community Warfare, in depth, that are not nearly a year old.

#54 Kiiyor

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Posted 19 April 2013 - 08:39 PM

View PostFupDup, on 19 April 2013 - 08:18 PM, said:

Or the 1-crit, 1-ton Large Lasers that generate less heat. :D


And the ssrm20s.

And the... well, who cares how many crits or how heavy - UACGoddamn20s.

Also...

/ermlas

#55 FrostBear

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Posted 19 April 2013 - 08:42 PM

View PostSyllogy, on 19 April 2013 - 06:48 PM, said:

Uh... no?

Last time the devs said anything about mixing Clan Tech and IS Tech the answer was something along the lines of "No, we expect that players will not be able to equip Clan Tech on IS Mechs."



I had a post, about game balance and faction balancing, wich would allow to cross in a restricted way the weapons of both sides, so it dont get to overused, maybe some of you like the idea, then vote and tell me why you decided your vote, and its tweakable, but it would help to make both factions interessting and different.

http://mwomercs.com/...21#entry2099521

#56 Utilyan

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Posted 19 April 2013 - 08:42 PM

View PostFupDup, on 19 April 2013 - 07:00 PM, said:

They still got 7 crit Endo and FF (not to mention their FF has higher damage resistance), 2-crit XL engines (you can survive losing 1 side torso), and 2-slot DHS.

I'm gonna worry. :D



Dont worry the real heros are comming! :unsure:

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#57 LawDawg

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Posted 19 April 2013 - 08:43 PM



Yep, sums it up..........

#58 Odinson

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Posted 19 April 2013 - 08:53 PM

I'm sure they'll balance it. Probably in ways that I haven't seen suggested, though my knowledge of the extent of forum discussions on this subject is limited to this one thread.

Here's my idea, and this is kind of based on TT/Lore...

IS base unit: Lance = 4 Battlemechs
Company = 3 lances = 12 Battlemechs
Battalion = 3 companies = 36 Battlemechs
Regiment = 3 Battalions = 108 Battlemechs

Clan base unit: point = 1 Battlemech
Star = 5 Battlemechs
Binary = 10 Battlemechs
Trinary = 15 Battlemechs
Cluster = 3-5 Binaries and/or Trinaries = 30 - 75 Battlemechs
Galaxy = 2-6 Clusters, but acknowledged as primarily a logistical formation, technically = 60 - 450 Battlemechs

With all of that said: I bet they'll match unit for unit, kind of. C vs IS games will go:
1(C) vs 4(IS) - if games this small are supported
5(C) vs 8(IS) - probably your standard "PUG" group game mode, good balance of numbers to outweigh tech advantage, IMHO. This is how we usually balanced it when I played tabletop.
10(C) vs 12(IS) - This will be where having organized groups will become essential in outfighting the Clan tech advantage. This is about the biggest useful game we ever managed in tabletop. Everything else was a grueling ordeal and took just long enough to sap all the fun out of it.

Just some thoughts. I'm sure there will be some semi-sane way of balancing Clan tech vs. IS.

I've crunched the numbers, and most of the basic values in this game are TT accurate, with the exception of slightly reduced missile damage numbers and double armor. There are some small differences in engine tables and stuff too, but nothing to get fussy over. So outside of aforementioned "shortcomings" of Clan tech, I see the balance coming in player numbers and tactical situations.

I've got stuff to say re: the OmniMech discussion too, but I'm getting stupidly long-winded here.

#59 Lt Shortcut

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Posted 19 April 2013 - 09:01 PM

View PostOdinson, on 19 April 2013 - 08:53 PM, said:

I'm sure they'll balance it. Probably in ways that I haven't seen suggested, though my knowledge of the extent of forum discussions on this subject is limited to this one thread.

Here's my idea, and this is kind of based on TT/Lore...

IS base unit: Lance = 4 Battlemechs
Company = 3 lances = 12 Battlemechs
Battalion = 3 companies = 36 Battlemechs
Regiment = 3 Battalions = 108 Battlemechs

Clan base unit: point = 1 Battlemech
Star = 5 Battlemechs
Binary = 10 Battlemechs
Trinary = 15 Battlemechs
Cluster = 3-5 Binaries and/or Trinaries = 30 - 75 Battlemechs
Galaxy = 2-6 Clusters, but acknowledged as primarily a logistical formation, technically = 60 - 450 Battlemechs

With all of that said: I bet they'll match unit for unit, kind of. C vs IS games will go:
1© vs 4(IS) - if games this small are supported
5© vs 8(IS) - probably your standard "PUG" group game mode, good balance of numbers to outweigh tech advantage, IMHO. This is how we usually balanced it when I played tabletop.
10© vs 12(IS) - This will be where having organized groups will become essential in outfighting the Clan tech advantage. This is about the biggest useful game we ever managed in tabletop. Everything else was a grueling ordeal and took just long enough to sap all the fun out of it.

Just some thoughts. I'm sure there will be some semi-sane way of balancing Clan tech vs. IS.

I've crunched the numbers, and most of the basic values in this game are TT accurate, with the exception of slightly reduced missile damage numbers and double armor. There are some small differences in engine tables and stuff too, but nothing to get fussy over. So outside of aforementioned "shortcomings" of Clan tech, I see the balance coming in player numbers and tactical situations.

I've got stuff to say re: the OmniMech discussion too, but I'm getting stupidly long-winded here.


I don't know. These guys are having trouble getting the HUD to work. :D

#60 aniviron

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Posted 19 April 2013 - 09:03 PM

View PostTeam Leader, on 19 April 2013 - 06:47 PM, said:

Mixing.

THE TECH.


It's only *** if the techs touch.





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