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Has Pgi Ever Discussed Balancing For Clantech?


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#21 Purlana

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Posted 16 July 2013 - 05:09 PM

If they let IS use clan tech, everything will be a bit easier...

#22 Unbound Inferno

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Posted 16 July 2013 - 05:09 PM

View PostProsperity Park, on 16 July 2013 - 04:55 PM, said:

PGI has made several references to their concerns about balancing Clan Tech in a variety of places, and that balancing Clan Tech is part of their over-all scheme.

Commented and references sure, but with how we see IS tech as imbalanced as its PPC/Gauss dominance with AC/40 flavor I have serious fears of how Clans will ever play into this.

Each IS weapon is imbalanced to a horrid degree in the given system already, Clan spec will only multiply the effects we already see.

#23 Devari

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Posted 16 July 2013 - 05:11 PM

There's another way to balance clan tech, but it would never be implemented. You would need to set up "honor points" where you gain points as a clan player for one-vs-one combat and lose points for fighting more than one clan mech vs. the same target, which is what actually hampered clan tactics in the BT universe. I say nearly impossible because the IS forces would just fight 4 vs. 1 and make it nearly impossible for a clan player to gain points from "honorable" matches. Technically, though, this was the only reason clan tech didn't completely dominate the IS in the BT universe.

#24 scJazz

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Posted 16 July 2013 - 05:13 PM

View PostFupDup, on 16 July 2013 - 04:54 PM, said:

That is a part of my possibility A. listed above (Clanners dying helplessly).

Well yeah but you didn't stress the lack of Total HP thing :)

With the maps we have only on Alpine would Clan mechs have any advantage at all and only if the IS team is completely ********.

#25 Zakie Chan

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Posted 16 July 2013 - 05:14 PM

View PostFupDup, on 16 July 2013 - 05:05 PM, said:

Most of the factors affecting the Clans in TT aren't here in MWO.


Clan disadvantages in MWO:
1. IS Battlemechs offer more customization here than Omnis did in TT
2. Inner Sphere mechs here are min-maxed to have maximum armor, heavy weapons, and good heat efficency. In TT, both sides were forced to use hot-running, poorly-armored stock mechs (more so for the IS). Clan stock mechs usually had just as much armor if not more than IS stocks, along with more firepower, speed, and heat efficiency. Here, all Clanners get is more firepower (maybe more speed on XL heavies/assaults).

Clan advantages in MWO:
1. The human players here aren't going to be complete morons like the TT Clanners were


Dont forget clan XL can lose a side torso.. huge bonus

#26 FupDup

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Posted 16 July 2013 - 05:15 PM

View PostZakie Chan, on 16 July 2013 - 05:14 PM, said:


Dont forget clan XL can lose a side torso.. huge bonus

They had that advantage in TT as well (my post was about differences between TT Clans and MWO Clans).

#27 TehSBGX

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Posted 16 July 2013 - 05:15 PM

View PostFupDup, on 16 July 2013 - 04:37 PM, said:

When the Clans are implemented, one of two things will happen:


A. The Clans are given too large of a numbers disadvantage and/or customization restrictions to compete with Inner Sphere teams. As such, Clanners will be slaughtered effortlessly and everybody who isn't a diehard roleplayer will stay with the Inner Sphere.

B. The Clans are given too small of a numbers disadvantage and/or too much customization and will therefore utterly roflstomp Inner Sphere teams. As such, everybody who isn't a diehard roleplayer will jump ship to the Clans.


Those are the only two possibilities.

I'm suspecting B, unless cross-tech is allowed. If Cross teching is allowed IS players will just load up with clan toys and things will be roughly 50% clan 50% is for the player base.





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