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Will You Be Ready?


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#21 Scarcer

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Posted 12 June 2013 - 08:58 PM

View PostFupDup, on 12 June 2013 - 07:56 PM, said:

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Why is this the first time I've heard/seen this?

This is literally the first peice of evidence I've seen of them working on mechs with above shoulder weapons like TimberWolf & Summoner.

But; it looks ugly, it can't be that hard to make unique paper-dolls for each different chassi.

#22 Ningyo

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Posted 12 June 2013 - 09:09 PM

true forgot that mainly played IS vs IS battletech hehe. Hmm 5 vs 8 or 10 vs 12 would probably still be easier to balance than even numbers though their weapons are significantly better. Of course they could just make all their weapons crap who knows how they will balance them (or lack thereof).

#23 Zylo

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Posted 13 June 2013 - 01:41 AM

View PostXmith, on 12 June 2013 - 07:03 PM, said:

for the balancing act of clan tech when it arrives. It seems to me that they are having a tough time trying to balance game play at the moment. It will be interesting to see how PGI plans to balance clan tech when it eventually gets here. I think it will be even more difficult.


I think a better question would be: "Will there be any players left when clan tech arrives?"

#24 OpCentar

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Posted 13 June 2013 - 02:02 AM

Just make the missile pods a separate hitbox while sharing the max number of armor points with the side torsos.

That way you can either split the armor between the pods and torso, giving you a balance but not that much armor on either hitbox, or sacrifice armor at one place to buff the other.

It's not like the missile pods on a Timber Wolf will be that hard to hit, same goes for the side torsos.

#25 JP Josh

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Posted 13 June 2013 - 08:13 PM

im in faver of is getting three to four more mechs than clan side.

but really that was our only advantege in that war.

it basicly turned out we had more mechs than them and could produce more.

for every tiger produced their were 20 shermans hounding tward them.

#26 Sephlock

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Posted 13 June 2013 - 08:20 PM

View PostScarcer, on 12 June 2013 - 08:58 PM, said:

Why is this the first time I've heard/seen this?

This is literally the first peice of evidence I've seen of them working on mechs with above shoulder weapons like TimberWolf & Summoner.

But; it looks ugly, it can't be that hard to make unique paper-dolls for each different chassi.

That's been around since the beginning of time, and is likely an artifact of the Warhammer's existence way back when.

#27 Koryitsu

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Posted 13 June 2013 - 08:30 PM

Why does everyone think its going to be a clan vs inner sphere balancing act? Everyone knows the clan tech is superior in every way. Weight, heat, range, damage, etc. Who's to say they aren't simply going to allow clan tech on inner sphere mechs when it launches and all of a sudden c/ variants of all the weapons will be available in the mechlabs for much more inflated prices?

THAT way, there's no need to balance, as we all know they *shouldn't* be balanced, but we still want a fun / fair game to play, so in my opinion, that's the only way i see this happening.

Think on it a moment, this is a way to provide more equipment focused towards the "end-game" if there is one, as well as provide a straight upgrade path for mechs we all already have mastered and outfitted exactly as we want. Call it salvage, call it whatever you want. Everyone knows that the inner sphere attempted to assimilate as much of the clan tech as possible as soon as it was seen, and much of it IS already had prototypes of in the works through star league era finds.

Edited by Koryitsu, 13 June 2013 - 08:37 PM.


#28 DocBach

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Posted 13 June 2013 - 08:34 PM

a Daishi boating 3 ER PPCs and 2 gauss rifles will be able to hit for 75 damage to one location and not suffer from heat; one with 6 ER PPC's can deal 90 points of pinpoint damage.

No, I don't think the game will ever be ready for Clan tech.

#29 Umbra8

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Posted 13 June 2013 - 08:41 PM

I am fully prepared. I am already not playing.

Stay the course gentlemen, stay the course.

#30 Sephlock

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Posted 13 June 2013 - 08:46 PM

View PostDocBach, on 13 June 2013 - 08:34 PM, said:

a Daishi boating 3 ER PPCs and 2 gauss rifles will be able to hit for 75 damage to one location and not suffer from heat; one with 6 ER PPC's can deal 90 points of pinpoint damage.

No, I don't think the game will ever be ready for Clan tech.

A post-nerf Daishi boating 3 ER SLAS and nothing else but Clan DHS will be able to fire exactly once before exploding. This will be considered fair and balanced.

#31 mindwarp

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Posted 13 June 2013 - 09:08 PM

Daishi? What about the broken lights the clans field? The Puma with twin eprccs or twin LRM20's on a 35t mech. The Uller with 3xAMS, ECM and space for a couple of ERPPCs or a Gauss in the LA. The Uller with a Gauss in the RA stock. The 162kph (before MASC) Dasher with a 35 point alpha at 450m.

But wait, there's more. The Man o' war with it's 400xl engine and it's A config with space for 5 or 6 ERPPCs. Or the Mar o' war prime which will be an AC/40 boat, moving at 90kph and actually having secondary weapons and armour. The Gladiator jump sniper - 95t with a 380XL engine and 11+ hardpoints.

There's a lot more to balancing the clans than just their weapons.

#32 Sephlock

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Posted 13 June 2013 - 09:14 PM

Sounds like a Clan vs IS stock only match would be a lot of fun :).

#33 El Bandito

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Posted 13 June 2013 - 09:16 PM

View PostSephlock, on 13 June 2013 - 09:14 PM, said:

Sounds like a Clan vs IS stock only match would be a lot of fun :).


Every easy-mode players will be rocking Novas. Oh wait, it can't torso twist. (unless PGI changes it)

Edited by El Bandito, 13 June 2013 - 09:17 PM.


#34 Purlana

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Posted 13 June 2013 - 09:20 PM

ETA for clan tech: 2059 IRL

:)

#35 Levi Porphyrogenitus

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Posted 13 June 2013 - 09:20 PM

The best way to balance Clan tech is with numbers. If the IS is dropping in a full company (12) of mechs and the Tube-babies are rolling with a star (5) my money would be on the IS team. Company v binary (10) would be a lot closer; maybe even too much in favor of the Clanners.

Plus it'd help a lot of PGI found a way to enforce Clan rules of combat, like the one-target-per-pilot rule. This would give the IS players a distinct tactical edge, so long as the Clanners are pretty well forced to keep to the code.

Three-way battles might be interesting, too, with Clan teams dropping against two IS teams. I could see a Davion company v a Kurita Company and a Clan star shows up in the middle of the fight to work some havoc. It would have lots of potential to be epic.

#36 Skoaljaw

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Posted 13 June 2013 - 09:26 PM

ahhhh IS unseens... Gimmie my Phoenixhawk LAM!

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#37 Stoicblitzer

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Posted 13 June 2013 - 09:50 PM

View PostXmith, on 12 June 2013 - 07:03 PM, said:

It will be interesting to see how PGI plans to balance clan tech

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#38 Chemie

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Posted 14 June 2013 - 03:55 AM

Choice 1: Make clan tech like TT in which case every IS mech is useless
Choice 2: Nerf clan mechs down such that there is no difference (but also no point). Just give the fa-n boys their "names" of mechs but gut them to IS power

or...they could fix the game balance so that a class of weapons does not have 100% convergence at any distance and deals all damage to one point. TT did no point damage but PGI does.

Edited by Chemie, 14 June 2013 - 11:30 AM.


#39 Accursed Richards

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Posted 14 June 2013 - 04:07 AM

View PostKoryitsu, on 13 June 2013 - 08:30 PM, said:

Why does everyone think its going to be a clan vs inner sphere balancing act? Everyone knows the clan tech is superior in every way. Weight, heat, range, damage, etc. Who's to say they aren't simply going to allow clan tech on inner sphere mechs when it launches and all of a sudden c/ variants of all the weapons will be available in the mechlabs for much more inflated prices?


Balancing by cost is a terrible idea.

I'm not necessarily disagreeing that's what they'll do, mind you. :)

#40 Skoaljaw

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Posted 14 June 2013 - 07:57 AM

I'm curious to see how this plays out. If one could switch between factions on a whim to follow the best equipment available, then I'm pretty sure it'll be the majority of people playing clan tech stuff and it'll be a few that stick with IS. Perhaps if there was a population cap on clan factions or a "buy-in" option then maybe it could work with the unbalanced tech.

If the clans actually stuck with the honor/code fighting they're supposed to do then that could work too... but how would that be enforced?

Or if once you chose a faction for your account then you were stuck with said faction from the get-go (unless you "bought" out of it somehow), then that could work too perhaps.





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