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Great Way To Balance Clan Mechs And Introduce Clan Elementals


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#21 Xeren KelDar

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Posted 14 July 2013 - 07:22 PM

View PostViktor Drake, on 14 July 2013 - 06:52 PM, said:

Clan Pulse lasers have pretty much the same range as IS standard lasers..



Little nitpick here, Clan Pulse Lasers do more damage at double the range of Inner Sphere pulse lasers.

Edited by Xeren KelDar, 14 July 2013 - 07:23 PM.


#22 Angel of Annihilation

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Posted 14 July 2013 - 07:27 PM

View PostXeren KelDar, on 14 July 2013 - 07:22 PM, said:



Little nitpick here, Clan Pulse Lasers do more damage at double the range of Inner Sphere pulse lasers.


Nothing to nitpick, you just misread. Clan Pulse lasers have pretty much the same range as IS "STANDARD" lasers. Key word being standard. An IS standard LL has what....480-500m range which is much the same as Clan Pulse Laser. IS Pulse lasers on the other hand have very short range. Huge difference in Clan vs IS when it comes to pulse lasers.

#23 Escef

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Posted 14 July 2013 - 07:30 PM

View PostViktor Drake, on 14 July 2013 - 07:27 PM, said:


Nothing to nitpick, you just misread. Clan Pulse lasers have pretty much the same range as IS "STANDARD" lasers.

Plenty to nitpick.

IS standard LL max range: 15 hexes.
Clan LPL max range: 20 hexes.

IS ML: 9 hexes
Clan MPL: 12 hexes

IS SL: 3 hexes
Clan SPL: 6 hexes

#24 Xeren KelDar

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Posted 14 July 2013 - 09:41 PM

View PostViktor Drake, on 14 July 2013 - 07:27 PM, said:


Nothing to nitpick, you just misread. Clan Pulse lasers have pretty much the same range as IS "STANDARD" lasers. Key word being standard. An IS standard LL has what....480-500m range which is much the same as Clan Pulse Laser. IS Pulse lasers on the other hand have very short range. Huge difference in Clan vs IS when it comes to pulse lasers.


Granted I actually did misread that, but as Escef pointed out Clan Pulse Lasers still outdistance standard IS Lasers by a good margin.

#25 Zanotam

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Posted 14 July 2013 - 11:00 PM

Or follow canon: clan omnimehcs cannot modify their engine, heat sinks, Endo/FF, or anything else but weapons.

#26 Hyperlynx

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Posted 14 July 2013 - 11:12 PM

Adding NPC elementals to the game would require an enormous investment of time and money. There are no AI-driven enemies in MWO, so this would have to be written from scratch. That's assuming the change could even be added without either radically altering the fundamental architecture of the game (very expensive) or bolting it on with sticky tape (faster/cheaper to implement initially but you pay for it later on down the track when things start going wrong).

Adding playable elementals to the game would be a little less investment, but you introduce other problems. How many elementals per side? Do they take up player slots? How would that work with arranged teams? How do you balance the experience so that it's fun for the elemental players and for the mechwarriors? Let's bear in mind that they're battling to balance the game just for mechwarriors at the moment!

I'm sorry, but I think this idea is simply not feasible.

Edited by Hyperlynx, 14 July 2013 - 11:12 PM.


#27 627

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Posted 14 July 2013 - 11:59 PM

View PostZanotam, on 14 July 2013 - 11:00 PM, said:

Or follow canon: clan omnimehcs cannot modify their engine, heat sinks, Endo/FF, or anything else but weapons.

This will be mandatory or everything will be a giant mess with balance. This, and no mixed-tech should be the start to balance.

The question is, can you balance a system that is meant to be imbalanced?

Meybe we'll se a time leap of 10 years when the IS is ready to fight the clans with better weapons...

#28 Joe Mallad

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Posted 15 July 2013 - 06:33 AM

View PostHyperlynx, on 14 July 2013 - 11:12 PM, said:

Adding NPC elementals to the game would require an enormous investment of time and money. There are no AI-driven enemies in MWO, so this would have to be written from scratch. That's assuming the change could even be added without either radically altering the fundamental architecture of the game (very expensive) or bolting it on with sticky tape (faster/cheaper to implement initially but you pay for it later on down the track when things start going wrong).

Adding playable elementals to the game would be a little less investment, but you introduce other problems. How many elementals per side? Do they take up player slots? How would that work with arranged teams? How do you balance the experience so that it's fun for the elemental players and for the mechwarriors? Let's bear in mind that they're battling to balance the game just for mechwarriors at the moment!

I'm sorry, but I think this idea is simply not feasible.
very easy. The Devs have already said they plan on making mechs NPC in the training grounds. They said they will start off with them being able to move on their own and maybe later even give them the function to fight back so the training ground feels more like a real simulator. If they can do this in the training grounds, they can do it in the game with other things like groups of 5 small elementals or other body armor, single NPC tanks and choppers or other units. All these things dont need to take up player slots or anything like this. They can all be called in through modules just like how we use UAVs or call in air stikes and Artillery stikes. If there is a module that allows me to call in a small attack chopper that is equipped with a single AC2 and it only has like 20 to 30 Armor to strip off before it dies, would that be a game changer? No, but it would be fun to call in as a unit to pester people with. The Clan emementals can also be a module, not playable but NPC unit. Calling in a medium or advanced heavy tank, have it be called in though a special module. But make all of these be a 1 time use in that match. Not consumable, because face it... consumables suck and not very many of us even use them. But id gladly spend 6 mil in C-bills and some GXP to get a module that would allow me to call in a NPC Tank unit that I can position at a capture point or choke point to watch that area. Will it be able to stand up to a Mech by itself, more times than not, no but at least it would help out in having some combined arms on the field and make the game feel a bit more like it has some other strategy elements to it.

Edited by Yoseful Mallad, 15 July 2013 - 06:36 AM.


#29 General Taskeen

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Posted 15 July 2013 - 07:02 AM

If we want elementals and infantry, this gives fuel for those that will then say MG's should be useless, cuz infantry and just because. It would be funny to see an Elemental wrecking a Mechs day though.

Edited by General Taskeen, 15 July 2013 - 07:03 AM.






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