I'm hoping they'll give the more numerous IS mechs in-game a testing go. Something like 12 IS vs 8 Clan
Clans Balanced!
Started by POOTYTANGASAUR, Jun 28 2013 09:41 PM
27 replies to this topic
#21
Posted 29 June 2013 - 07:54 AM
#22
Posted 29 June 2013 - 08:20 AM
Xeno Phalcon, on 29 June 2013 - 07:01 AM, said:
Clan tech at this day and age in the battletech storyline is scary stuff and if just tossed into MWO with its tabletop values it will turn into a brutal cheesesfest the likes of what would make the current 'meta competative players' weep tears of blood.
LRM20s that only weigh 5 tons, ER large lasers that only take up a single crit slot and weigh a ton less, and dont get me started on the 12 ton clan UAC20
And id kill to get some clan ER medium lasers on my quickdraw, 7dmg a laser at one ton each and with the same range as a standard large laser. So much evil!
LRM20s that only weigh 5 tons, ER large lasers that only take up a single crit slot and weigh a ton less, and dont get me started on the 12 ton clan UAC20
And id kill to get some clan ER medium lasers on my quickdraw, 7dmg a laser at one ton each and with the same range as a standard large laser. So much evil!
This is exactly why the TT values for Clan weapon will simply not work... 7dmg ER laser? yep, that's broken, 15 dmg ER ppc? yep, that's broken too. The reality is that chosen values will HAVE to diverge from the TT values as they simply do not work, nor will they ever work.
A much better solution would be to simply make clan weapons "modest" improvements over their IS counterparts with possibly a slightly disadvantage in terms of heat...
#23
Posted 29 June 2013 - 09:13 AM
Theoretically, Clan mechs shouldn't present serious balance issues if the IS pilots get to feild more mechs. But BV isn't the ONLY way these mechs are balanced against IS. What people often neglect to mention is the idea that Clan Mechs are incredibly vulnerable to crits.
Everything these mechs can stuff into one chassis means that as soon as their armour starts to get peeled away the mech will die fast. IS mechs are a bit more survivable because they use less crit slots and can take a few more shots once armour is gone. I think once Clan Tech gets implimented a lot of people will be surprised by how quickly their precious Clan mech is destroyed.
Everything these mechs can stuff into one chassis means that as soon as their armour starts to get peeled away the mech will die fast. IS mechs are a bit more survivable because they use less crit slots and can take a few more shots once armour is gone. I think once Clan Tech gets implimented a lot of people will be surprised by how quickly their precious Clan mech is destroyed.
Edited by t9nv3, 29 June 2013 - 09:17 AM.
#24
Posted 29 June 2013 - 09:37 AM
t9nv3, on 29 June 2013 - 09:13 AM, said:
Theoretically, Clan mechs shouldn't present serious balance issues if the IS pilots get to feild more mechs. But BV isn't the ONLY way these mechs are balanced against IS. What people often neglect to mention is the idea that Clan Mechs are incredibly vulnerable to crits.
Everything these mechs can stuff into one chassis means that as soon as their armour starts to get peeled away the mech will die fast. IS mechs are a bit more survivable because they use less crit slots and can take a few more shots once armour is gone. I think once Clan Tech gets implimented a lot of people will be surprised by how quickly their precious Clan mech is destroyed.
Everything these mechs can stuff into one chassis means that as soon as their armour starts to get peeled away the mech will die fast. IS mechs are a bit more survivable because they use less crit slots and can take a few more shots once armour is gone. I think once Clan Tech gets implimented a lot of people will be surprised by how quickly their precious Clan mech is destroyed.
One thing you failed to mention is the extra survivability of clan mechs with XL engines... at least by TT rules. To kill a mech in TT by destroying the engine requires 3 engine hits. Clan XLs only have 2 engine slots in the side torsos.
Think about every time you've killed a dual ac/20 Jager by blowing out its left or right torso.... Now imagine if instead of dying, it keep on going, albeit with one less ac/20.
#25
Posted 29 June 2013 - 12:34 PM
Clan Omni Mechs should be bound to their variants. You purchase the "Prime" variant, and can only customize it to its known variants i.e. its "C" variant. Basically if you purchase a Warhawk (Masakari) you automatically receive the benefit of having all its variants from the get go instead of having to purchase the Omni 3 times in order to master it. This allows customization but keeps it in-line with TT lore and makes it easier to balance.
#26
Posted 02 July 2013 - 07:59 PM
Stonefalcon, on 28 June 2013 - 11:59 PM, said:
They had a mechanism to balance Clan tech and that was repair and rearm. Clan tech is extremely expensive so much so that when the first clan mechs were salvaged 20 tonne firemoths were selling for 80mill and repairs were ridiculous.
But because some people were exploiting the repair system and instead of PGI forcing repairs to keep everyone on a level playing field they removed the simulation and any chance they had to balance Clan tech.
So anything you suggest to balance Clan tech is mute because the best system they had they removed to satisfy the COD crowd.
But because some people were exploiting the repair system and instead of PGI forcing repairs to keep everyone on a level playing field they removed the simulation and any chance they had to balance Clan tech.
So anything you suggest to balance Clan tech is mute because the best system they had they removed to satisfy the COD crowd.
R+R wouldnt balance clans. As they have stated they are going to bring in a clan currency for clan mechs. This means costs though equivilent to cbills will be much higher will be low because of the value of the currency. Much like how the euro is worth more than the USD just imagine euros as clan cash and USD as cbills.
#27
Posted 02 July 2013 - 09:22 PM
In regards to the complaint that enforcing omnimech restrictions on engine/armor/etc. would make them less flexible than IS variants in MWO... I'd think the ability to choose ANY weapon system to fit on a hardpoint as opposed to being limited to a fixed type would make up for that.
Take your Mad Cat... Boomcat on steroids. POTENTIALLY, the thing can run down most IS mediums, mount a pair of UAC20s at 12 tons apiece, and still have plenty of tonnage for ammo and backup weapons. It still comes with 12 tons of armor (384 points) which is a little on the thin side for a Heavy but not the end of the world, considering just how much its weaponry would outclass IS opponents.
Take your Mad Cat... Boomcat on steroids. POTENTIALLY, the thing can run down most IS mediums, mount a pair of UAC20s at 12 tons apiece, and still have plenty of tonnage for ammo and backup weapons. It still comes with 12 tons of armor (384 points) which is a little on the thin side for a Heavy but not the end of the world, considering just how much its weaponry would outclass IS opponents.
#28
Posted 02 July 2013 - 10:24 PM
Jestun, on 29 June 2013 - 06:37 AM, said:
What do you think pay 2 win means? o.O
It means you need to pay if you want to use the best setup, which would be (and was for a period of time) the cast with R&R. Atremis builds cost more to run than the match winnings without premium subscription making them essentially premium only, unless you sacrificed 4-5 tons/crit slots MORE than a premium player to compensate with more ammo putting you at a disadvantage on the battlefield.
Edited by Asmosis, 02 July 2013 - 10:25 PM.
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