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Why The Clans Are Not Gonna Be Overpowered


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#141 CyclonerM

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Posted 19 September 2013 - 09:57 AM

Well,i consider pretty obvious that the Clan factions should drop in 10vs12. I hope they remember how they are organized in Stars..

I always said that tweaking numbers is the easiest choice but not the best, the fixed armor/engine/ammo are for example a big canon disadvantage..

EDIT: yeah, R&R would help,having Clan Tech much more expensive, but would probably make the newbies' life a nightmare (not that i care very much about newbies.. :D ) .. Do not even think about Zellbrigen and the tactics the IS forces used against the Clans. I think it would be impossible to work.. But we could still do some honorable combat in Clan vs Clan skirmishes.. If PGI implements private lobbies.. And even if they do, you will need someone with a big wallet..

Edited by CyclonerM, 19 September 2013 - 10:00 AM.


#142 Lightfoot

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Posted 19 September 2013 - 11:14 AM

Inner Sphere gets better weapons in 3058, Arrow IV, SSRM-6, Light Gauss, Thunderbolt missile. Clan ERPPC is 15 heat.15 damage. I.S. ERPPC is 15 heat 10 damage, that's kind of the iconic difference. Too bad it's 3050, eh?

#143 Guido

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Posted 19 September 2013 - 11:28 AM

View PostKarl Streiger, on 10 September 2013 - 02:45 AM, said:


Have read some where that the Clan weapons should never had such long range. However I dunno where i read about this.

But given that idea:

Clan - favors 1 on 1 engagements. That mean - the Mech is optimized for single combat: it dosen't need to stay long in the field, its designed to front load damage - for the cost of staying ability:

Could mean: all internal components are only half as though. Internal structure has only 75% HP.

LRM can not fire indirect.
Weapon only work till there effective range - and damage drop of to zero much faster. (for example ER-LLAS -> 750m effective range and a maximum range of 1000m (133%)

Ammunition per ton - is less (not because a ton of lead weights more as a ton of paper) - maybe because the reloading mechanism of the Reciver and Loading Mechanism can't handle much stress.


The clan range comes from better understanding and maintenance of the targeting computer systems. The actual range of the weapons are much greater than what we are familiar with in these games, as a focused laser is effective at producing heat along it's path until the ambient temperature of the planet sufficiently cools it to the point that it isn't. That means that something that puts out the 4-12 gigajoules of heat that a laser is described as doing in Battletech won't begin to register more than a 50 degrees Fahrenheit drop in over 40 miles, because the laser travels in the blink of an eye, and also can't actually be seen without a medium with just enough particle density to reflect but not refract, like smoke or fog. Missiles and Kinetics also have much better range and better accuracy today than they do in Battletech. So once again, the only explanation, and the one they give as cannon, is that there is significant degradation of the targeting computer systems for whatever reason, and while both IS and Clans have experienced this degradation, clan has a better understanding of the system, and can reproduce the software and hardware with less problems than the IS can. It still has had 300 years of attrition though.

Cancelling out indirect fire won't balance anything. All that will do to the game will make clan-tech-using players more prone to pushing the front line forward in order to gain LOS and stay in efficient range. In the end, they'll push their IS opponents away from coverage, because they can load more weaponry per ton than IS (making a melee fight suicide for the IS players), and then mass "SRM-20" the mechs retreating to the next cover point.

I'm not trying to be a doomsayer here and make it seem like PGI can't properly balance the fights, but your solution isn't it.

View PostTank, on 10 September 2013 - 10:56 AM, said:

Neg. :D

Was present in older topic of similar matter. After reading your topic, I wish to say that idea is good but, complicated - too many systems should be implemented in the game.

Just honor points and allowing to clans to deal with dezgra - would be applied to those who is with a clan, but fought dishonorably. And give honorable clanners rewards for destroying them.
So far I see it as simple and elegant solution to make players respect clan rules, but not force them. Actions and their consequences will be fully at players hands. :wub:


As much as I would also love to have a game that the players govern themselves in order to create balance, psychologically, it won't ever happen. Just like there will always be a police force, developers have to enforce any governance they expect to happen for balance purposes in the code and the core of the game.

The only system I can think of that will work on a real scale and still separate the clan tech from the IS tech and still create balance is the Battle Value system. Won't be perfect, but weight won't work at all, considering the tonnage to weapon ratio advantage the Clan have, limiting to LOS won't work, dropoff won't work (and isn't cannon, for you purists out there, as it will create the opposite of the tactics each faction is supposed to use), and making the weapons nearly identical is just a waste of time as the clan mechs still have more variety in what they can bring to the table making it just as unbalanced as before.

Battle Value balancing, making both teams decide on a battle value (or is randomly assigned by the server) and then choose the mechs to drop with accordingly prior to match start, but after clicking launch, is far more effective. Both teams can then expect X overall firepower from each other, and there doesn't have to be any weight mechanic, just ELO and Battlevalue.

#144 Karl Streiger

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Posted 19 September 2013 - 12:01 PM

View PostGuido, on 19 September 2013 - 11:28 AM, said:


The clan range comes from better understanding and maintenance of the targeting computer systems.


That is the bane of BattleTech the worse attemp to link needs for the game into lore.

When range of IS mechs has degenerated because of 300 years total war - why does the clan still have such short ranges? I would expect that all of there weapons are full LOS - hitting targets from one horizon to the other.

The only thing that makes some sense:
Kinetic energy is reduced because of drag and friction - so at longer range damage is reduced - penetrating values are not linear.
same goes for laser weapons and particle beams - they loose intensity in atmosphere
only question is what about missiles?

#145 TygerLily

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Posted 19 September 2013 - 12:05 PM

If I remember right, Clan mechs will HAVE to run XL and won't have the option for more heat efficient weapons (for example, they will not be able to run a regular medium laser, their choice is ER or Pulse and that's it). I hope those are both true for this game.

Edited by TygerLily, 19 September 2013 - 12:05 PM.


#146 Guido

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Posted 19 September 2013 - 12:44 PM

View PostKarl Streiger, on 19 September 2013 - 12:01 PM, said:


That is the bane of BattleTech the worse attemp to link needs for the game into lore.

When range of IS mechs has degenerated because of 300 years total war - why does the clan still have such short ranges? I would expect that all of there weapons are full LOS - hitting targets from one horizon to the other.

The only thing that makes some sense:
Kinetic energy is reduced because of drag and friction - so at longer range damage is reduced - penetrating values are not linear.
same goes for laser weapons and particle beams - they loose intensity in atmosphere
only question is what about missiles?


No, because in lore, it is possible to hit beyond effective range and still do damage, just not likely. I will use an example I've used before. A 203mm round that is the size of the largest round an AC5 puts out according to Battletech wiki, is the same size as a howitzer used by Russia in WWII, called Stalin's Hammer. That howitzer can smash a German Tiger II in one shot at ranges of 2-3 Km, and up to 10 ft of concrete at that same distance, while having a maximum effective range, meaning it can reliably reach and apply sufficient kinetic force to be useful, of 18 km.

For the Mechwarrior games, disparity of range vs damage only makes any sense if the amount, chemical mixture, and concentration of propellant is the same for each round regardless of weight, and only is able to propel it so far before losing velocity to such a degree it's essentially throwing rocks at a tank, which would make no sense in terms of creating war machines meant to kill, but is the only reasonable outcome. Missiles would have to have the same limitation (propellant), running out of fuel and therefore auto-destructing before it could possibly fall and do unnecessary damage to the civilian population and property. Gauss would then be the only outlier, with a possible explanation of weak magnetic fields due to degradation of capacitor technology.

Edit: Forgot to include energy weapons, which is something I can only hypothesize on. My guess for scientific reasons behind this would be that the refraction material used to concentrate the lasers is becoming less purified, meaning greater dissipation. Less focused beam means all those gigajoules aren't getting to the point needed with the intended energy-to-heat transfer, and therefore creating a weakening laser that has a limited range it can do damage.

Edited by Guido, 19 September 2013 - 12:54 PM.


#147 Meldric Ward

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Posted 19 September 2013 - 12:56 PM

The ritual of batchall does the magic in lore. I (Clan attacker) ask the defenders how much they field... Lets say, 12 mechs. Then my commanders would bid against each other and in the beginning of the invasion not more than10 Mechs would approach the planet. And those would be extremly light compared to the defenders. Clanners know about their advantage in Tech, they believe themselves to be the better warriors, and they look for a challenge. So, a typical clanner would attack with lesser forces to make it even.

But, reality teaches us, that in community warfare (and in many leagues I have played in), a clan faction would attack a periphery planet with a defending force of 12 garrison class Mechs with a full trinary. Because many don't know about batchall and biding AND they want to win the game. In this scenario the clan will win and IS will call for balancing.

I am realistic: batchall and zellbrigen will never balance the game, because people play to win and don't care about the role they play in. A matter of fact. And because of that, PGI needs to balance the weapons.

This is not PGIs fault, it just does not work, because the roles are not part of the game. This is going to be treated as e-Sports game and thus the community will not accept an uneven balance.

#148 CrimsonOmega

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Posted 19 September 2013 - 01:02 PM

Has anyone else considered that they might maybe just keep the IS weapons for the clans and just add the new chassis? Easiest way to balance.

Or maybe (as the devs said in I dunno what command chair) they'll make weapon brands/variants with different perks and just standarise it. They didn't mention "clan tech will be different" yet. Have to keep an eye on that.

#149 Guido

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Posted 19 September 2013 - 01:09 PM

View Postplanetswag, on 19 September 2013 - 01:02 PM, said:

Has anyone else considered that they might maybe just keep the IS weapons for the clans and just add the new chassis? Easiest way to balance.

Or maybe (as the devs said in I dunno what command chair) they'll make weapon brands/variants with different perks and just standarise it. They didn't mention "clan tech will be different" yet. Have to keep an eye on that.


The only thing they mentioned is that they are not going to put in Clan Tech in the way previous games have, and therefore, reading between the lines, nerf the hell out of it. This thread is about alternatives to nerfing the {Scrap} out of it, and then counter-arguments as to why those alternatives won't work.

Edit: I do know what you're talking about with the variants, but they specifically said that it would be minor variations, in the magnitude of ~5% here or there.

Edited by Guido, 19 September 2013 - 01:12 PM.


#150 Skunk Wolf

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Posted 19 September 2013 - 02:52 PM

Anybody mention that blowing out a Clan mech's side torso doesn't kill it? Even with an XL?

Takes 3 engine crits to get an engine kill. Just +10 heat/turn for 2 hits because the XL is only 2 slots per side torso.

Ammo explosions don't usually kill them either, built in free CASE.

Better AMS, DHS BAP, and ECM.

ONE crit slot ER large lasers. o_O

They run big engines for the free DHS slots.

You ever tangle with a fast heavy? How about an assault with MASC?

They have a specialized ECM heavy in the Loki, which would probably become the online darling.

The way to balance them is to force repair and re-arm for any destroyed Clan Tech.

Edited by Skunk Wolf, 19 September 2013 - 02:55 PM.


#151 TygerLily

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Posted 19 September 2013 - 03:56 PM

View PostSkunk Wolf, on 19 September 2013 - 02:52 PM, said:

Anybody mention that blowing out a Clan mech's side torso doesn't kill it? Even with an XL?


In this game I don't think many XL's blow by being critted. I'll willing to be the whole side torso is usually destroyed a couple times over as far as damage is concerned.

#152 John Norad

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Posted 19 September 2013 - 04:20 PM

If the clan mechs will not be clearly more powerful, 1vs1, then the devs will have failed implementing them properly.
It's in the lore, it's in everybody's mind, and in the games. The clans are elite. Complete nutcases, but still elite. It would just be wrong if they weren't superior in any way.

If the devs don't find a way to balance it other than just making everything the same, or completely nerfing clan tech, then I don't see a lot of applaus coming their way regarding that approach.

Numbers and/or some (smart) combat rating for every mech. That's the way it should be handled. Of course the non tiered concept and the lack of clearly defined roles combined with map design and objectives makes this no trivial task.
But hey, it's never too late to, you know, start bringing structure and concepts to your project. ;-)

#153 Meldric Ward

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Posted 20 September 2013 - 02:19 AM

Maybe not nerfing the clan weapons to be just the same as their IS counterparts... BUT, I am sure that simply anyone will use ClanTech and then its all even again. Happened in MW3, MW4 and here there will be no difference.

So, I expect those Liaos using Daishis, ehrm... Dire Wolfs from the first day they are available.

Edited by Meldric, 20 September 2013 - 02:21 AM.


#154 Jakob Knight

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Posted 20 September 2013 - 04:28 AM

View PostJohn Norad, on 19 September 2013 - 04:20 PM, said:

If the clan mechs will not be clearly more powerful, 1vs1, then the devs will have failed implementing them properly.
It's in the lore, it's in everybody's mind, and in the games. The clans are elite. Complete nutcases, but still elite. It would just be wrong if they weren't superior in any way.

If the devs don't find a way to balance it other than just making everything the same, or completely nerfing clan tech, then I don't see a lot of applaus coming their way regarding that approach.

Numbers and/or some (smart) combat rating for every mech. That's the way it should be handled. Of course the non tiered concept and the lack of clearly defined roles combined with map design and objectives makes this no trivial task.
But hey, it's never too late to, you know, start bringing structure and concepts to your project. ;-)


Well, their track record to date has been to not give much weight to following canon or lore, so it would not be surprising if they continued as before. Note also that while the Clans in BT were Elite compared to the general IS counterparts, they did not match the quality of the Elite of the IS when they came up against them, only winning because of superior technology or numbers. Also, I would note the 'Star vrs Lance' setup inherently favored the Clans and led to many of their victories, as the 5/6 ratio was not reflective of the true advantage in tech between the two forces (Clan systems were much more lethal than just 5/6 effectiveness over their IS equivilants), so going with a 10 vrs 12 matchup would be insufficient. Perhaps a 8 vrs 12. Note though that this will all depend on how the Devs (who can't see any undue advantages in switchable 3PV or ECM when first introduced) implement Clantech.

But the simple truth is that those who will be running Clan mechs in MWO are -not- elite Clansmen, but just normal gamers looking for the biggest gun to shoot with. No calls for honor or restrictions on drops will get in the way of what they want...to win. So, I think the Clans have to be implemented with both the fact that players cannot be counted on to abide by any restrictions placed upon them, and that the environment that such Clan mechs will be running in will be a mixed-tech game (the Clans will not be in seperate queues, since that has been seen as unworkable in the more important subject of 3PV, so it certainly won't be the case here) where Clantech will be used in the same matches as IS tech.

#155 Nehkrosis

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Posted 20 September 2013 - 04:54 AM

I've got it;

1) 10 v 12

2) no internal mech customization for clans

3)Increased heat to represent recent change to IS weapons in MWO, plus the addition of the the heat scaling penaltys

4)Zellbrigen and Dezgra points as Currency and advancement; ergo, want a Timberwolf?? well heres a Woodsman, prove thy self. Also, too many losses, not enough kills, could actually result in an inability to play as a clanner for a time, or even too many dezgra points could result in a crappy 2nd line battlemech for longer and longer, until you prove your worth.

5)Batchall. In the lobby, before a game starts, 2 comanders (chosen through their Zellbriggen and Dezgra points and scores) is chosen as commander of his Star. each must bid against the other Commander. for each mech/weapon system disabled on his own mech, more Zellbriggen is accrued/Dezgra points lost. This would carry for the entire winning Star, thusly giving an incentive for each Star to want to win the Batchall, in order to raise their own standing, and also allow the use of their Omni's.
Th winning Star is then givin the Zell/Dez multipliers, and the game starts.

Thoughts???


i quite like Number 5.

#156 Skunk Wolf

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Posted 20 September 2013 - 05:41 AM

I just wish they never allowed customization for the IS mechs in the first place.

There were more than enough variants to cover all the bases. The stock boaters, like the Catapult and Awesome would not have needed to be nerfed. They just made more work for themselves.

Why the heck they decided make all the IS mechs Omni is beyond me. I call it a missed opportunity to monetize or cred sink.

I'm pretty sure the general consensus is that the Clan mechs are going to be incredibly better than the IS ones if they go anywhere near the TT rules for customization or weaponry. Cripes, Imagine the regular IS Cat with twice the LRM's and better Artemis. WITH NO MINIMUM RANGE. LRM 80 to the FACE.

o_0

#157 CyclonerM

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Posted 20 September 2013 - 11:23 AM

View PostSkunk Wolf, on 20 September 2013 - 05:41 AM, said:


Why the heck they decided make all the IS mechs Omni is beyond me. I call it a missed opportunity to monetize or cred sink.



I call it casual players who want to customize their big robots :)

#158 Laserkid

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Posted 20 September 2013 - 01:44 PM

All they need to do is make clan tech pilots fight with Zelbriggen. Would be awesome if idiots using clan tech ended up with negative income if they fight like inner sphere barbarians.

#159 Nikguy

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Posted 20 September 2013 - 01:54 PM

If you pay around 26 mill chills for a mech you should be a little overpowered

#160 Gremlich Johns

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Posted 20 September 2013 - 02:16 PM

While there is no evidence to patently indicate that Clan tech will be able to be mounted on IS mechs, based on PGI's past performance, it will be allowed. This beggars the question, why bother bringing in the Clans if that's gonna happen.

For myself, in previous MW games, when there was cross-teching permitted in game servers, I did not play in those servers. The same will happen if cross-teching is allowed in PGI's servers and I won't play. It's just a game and yes, I probably am part of a fairly small segment of the MW gamer community. I won't be missed. (<-- not a signal for anybody to troll so watch your tone)





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