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Worried About The Clan Mech's


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#41 Joseph Mallan

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Posted 25 November 2013 - 05:02 AM

View PostKataiser, on 18 November 2013 - 02:35 PM, said:

They should absolutely not be lore-faithful for Clan tech. I don't want 6-ton, 15-damage, no-minimum-range, 2-crit-slot PPCs. I don't want CERMLs that are basically 1-ton Large Lasers. I do not want LB20-Xes that can fit in a torso with an XL engine. I do not want XL engines that take up less space and are not destroyed by taking just one side torso out.

If the Clans are that busted, then it doesn't matter how they design the game. It will be unfair and nobody will pilot IS.

I for one do want to face this kind of mismatch. That is the enemy I came here to beat! ;)

#42 Karl Streiger

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Posted 25 November 2013 - 05:10 AM

View PostJoseph Mallan, on 25 November 2013 - 05:02 AM, said:

I for one do want to face this kind of mismatch. That is the enemy I came here to beat! ;)

Problem is you won't be able to beat an equal pilot in a better Mech. That is how it should be.
The problem starts -when much worser pilots in better Mechs are able to beat you.

I have seen a lot of really really bad players using currently quad AC 5 / quad UAC 5 builds. the reduced weight of 1 or 2tons plus other smaller and light weight equipment - will make those bad pilots even better.

Because ammunition is no problem - they waste even more shots - are not able to read the damage diagram and identify weak spots (have described it once: a guy that fired 1 1/2 ton into a Misery....ignoring the orange/red internal structure of both side torsos + Gauss and a leg (ammunition for AMS and LRMs?) - and concentrated him self on the Center and Head!!!!

Edited by Karl Streiger, 25 November 2013 - 05:12 AM.


#43 SumoRex

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Posted 25 November 2013 - 05:34 AM

Well, the way to deal with Mech imbalance is to let the players do the balancing... First of all the clan side would have to determine a maximum team tonnage (I dunno how that would be done co-operatively. feel free to add ideas) Then the inner sphere team would see a list of clan team tonnage and choose which to fight. Like the self levelling prices on an auction house there would be a self levelling element to this. Clan units which were heavy wouldn't get so many battles so next time would choose a lighter team/mech and if a Clan team under sized themselves, they'd be more likely to lose, or would perhaps win against the odds if they were very good... Well its a thought and might be able to be made to work to everyones satisfaction. And it's kind of right on with the Clan Lore...

#44 Tolkien

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Posted 25 November 2013 - 06:21 AM

View PostSumoRex, on 25 November 2013 - 05:34 AM, said:

Well, the way to deal with Mech imbalance is to let the players do the balancing... First of all the clan side would have to determine a maximum team tonnage (I dunno how that would be done co-operatively. feel free to add ideas) Then the inner sphere team would see a list of clan team tonnage and choose which to fight. Like the self levelling prices on an auction house there would be a self levelling element to this. Clan units which were heavy wouldn't get so many battles so next time would choose a lighter team/mech and if a Clan team under sized themselves, they'd be more likely to lose, or would perhaps win against the odds if they were very good... Well its a thought and might be able to be made to work to everyones satisfaction. And it's kind of right on with the Clan Lore...


this is the way matchmaking was handled in mpbt3025 and it worked well. Both sides could see each others mechs and only readied up when the match was close to even.

Granted something so simple yet elegant would require a lobby of some fashion and that seems to be lostech in this era...

#45 Joseph Mallan

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Posted 25 November 2013 - 06:22 AM

View PostKarl Streiger, on 25 November 2013 - 05:10 AM, said:

Problem is you won't be able to beat an equal pilot in a better Mech. That is how it should be.
The problem starts -when much worser pilots in better Mechs are able to beat you.

I have seen a lot of really really bad players using currently quad AC 5 / quad UAC 5 builds. the reduced weight of 1 or 2tons plus other smaller and light weight equipment - will make those bad pilots even better.

Because ammunition is no problem - they waste even more shots - are not able to read the damage diagram and identify weak spots (have described it once: a guy that fired 1 1/2 ton into a Misery....ignoring the orange/red internal structure of both side torsos + Gauss and a leg (ammunition for AMS and LRMs?) - and concentrated him self on the Center and Head!!!!

Then it will feel like the Clan invasion I remember Karl. I played CBT for 28 years. the last 10 as Clans, the majority of the remainder as IS v Clans. So if I lose a majority of matches then that is inline with what I know from the past.

Not everyone is here to play tournies, I am here to replay the Clan Invasion, including all the smack down that is implied.

Edited by Joseph Mallan, 25 November 2013 - 06:22 AM.


#46 Karl Streiger

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Posted 25 November 2013 - 07:18 AM

View PostJoseph Mallan, on 25 November 2013 - 06:22 AM, said:

Then it will feel like the Clan invasion I remember Karl. I played CBT for 28 years. the last 10 as Clans, the majority of the remainder as IS v Clans. So if I lose a majority of matches then that is inline with what I know from the past.

Not everyone is here to play tournies, I am here to replay the Clan Invasion, including all the smack down that is implied.

Well i don't have problems in going down in a blaze of glory when fighting an opponent that is worthy.
I have a problem going down in a split second without a real fight because the opponent uses some kind of kinky power creep - and calls himself a Pr00 - and talks about how noobish I'm because he deals much more damage - "ignoring his blue on blue - ignoring his inability to aim for weak spots"

#47 Joseph Mallan

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Posted 25 November 2013 - 07:29 AM

View PostKarl Streiger, on 25 November 2013 - 07:18 AM, said:

Well i don't have problems in going down in a blaze of glory when fighting an opponent that is worthy.
I have a problem going down in a split second without a real fight because the opponent uses some kind of kinky power creep - and calls himself a Pr00 - and talks about how noobish I'm because he deals much more damage - "ignoring his blue on blue - ignoring his inability to aim for weak spots"

I don' have a problem with that cause I have learned my limits. After that, all the bragging in game doesn't mean a thing.

#48 Kael Posavatz

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Posted 25 November 2013 - 10:21 AM

I think that some of you are overestimating the complexity involved in balancing Clan and IS forces that will be available when Clan Mechs do finally appear. That's no to say that no balancing will be needed, just that I think things are a lot closer than some people really think.

1) Advanced equipment (endo-steel structure, ferro-fibrous armor, double heatsinks, XL engines) are all readily available.
In lore these components were either all LosTech, prohibitively expensive to take full advantage of, or both. Basically, everyone has access to Star League equipment (save for some specialized components such as Null Signature Systems), which is what ComStar had when it beat the Clans in the proxy battle for Terra.

2) Modular Components
The ability to rapidly configure an OmniMech, and the speed at which the 'plug and play' pod-tech allowed damaged parts to be replaced and ammunition stocks restored. The current Mechs are already capable of being reconfigured via the hardpoint system, something which the cannon IS mechs could not do, or at least not do readily and easily. While this does not allow the full customization of OmniMechs it is a nice middle-ground *and* goes a long way to preserving the 'House flavor' of specific Mech variants .
Furthermore, the game mechanic as is actually favors rapid repair/rearm functions. Might PGI reintroduce a c-bill 'cost' for repairing an rearming Mechs? Of course, but this function has never made a mech unavailable do to a 'time out' effect while the repairs and rearmaments were being conducted.

3) Mech-only combat.
Yes, this thread is about balancing mechs, but by being mech-oriented MWO has already removed some major disparities between Clan and IS militaries. There is no Powered Armor, for example (something that came as a total surprise to the IS), and most IS military units made use of conventional armor which the Clans lacked. And yes, I fully realize that some conventional armored units (or even specific tanks) totally out-classed the majority of mechs, but for the most part the Clans were content to use IS tanks for target practice.
Likewise we won't be seeing aerospace fighters or, ahem, Clan WarShips in orbit.

The OmniMech at this point only has two real advantages:
1) Less bulky components leave OmniMechs with more slots.
2) The inherent superiority of Clan Weapons.

Some of the latter come with their own disadvantages, or to which the Inner Sphere has off-setting advantages.

The Clans do not field standard autocannons, which means that they cannot (even if they were willing) to make use of special munitions, which we will probably see first. Clan LRMs have no minimum range, but otherwise the missiles themselves have no advantage over their Inner Sphere counterparts, and again, the IS has access to alternate missile loads that the Clans lack.

A major limiting factor in IS mech design is total mass, but most Clan weapons are, while of lesser mass (much lesser, in some cases) they tend to be only slightly less bulky (Endo-Steel, ferro-fibrous, and XL engines aside) than IS equivalents which will rapidly make space a major limiting factor where Clan OmniMechs are concerned.

Consider the Clan Dire Wolf (Daishi, for those that prefer the Inner Sphere designation). The prime variant has an LRM-10, 2x Ultra 5, 4 ER Large Lasers, and 4 Medium Pulse Lasers. HOWEVER, it has only 1 ton of ammunition for each of the UACs and LRM-10 which is far from sufficient for the battles we've been seeing. Does that mean it lacks a potent energy battery? Of course not. But it also means it lacks an AMS and so the LRM boats go to work... (for one potential strategy).

So, will some tuning for weapon balance be needed? Of course. Will such balancing be as much (or as brutal for Clan Mechs) as some people think it will need to be? Well, that depends.

It will depend upon the introduction of alternative missile and autocannon munitions (and a way for getting people to cycle through them in the middle of combat, maybe some keying of a mouse wheel). In particular I see the LB-10X as a natural weapon to start testing this with since in lore it is supposed to be capable of firing both ball and cluster munitions.

It will depend upon the introduction of lore components (PPC capacitors, cooling sleeves, armored components, rear-mounted weapons...) .

It will depend upon an effective method of skill balancing (and remember that a team is always more effective than a player on his own) and tonnage-balancing. Possibly with some number balancing as well, such as facing IS companies against Clan binaries (but then also ensuring that the Clans don't suffer from dropped connections since their already reduced number of platforms will make losses more keenly felt).

It will depend on players (that's us for those of you who have gotten this far and not decided to skip ahead to the next post) playing both sides in the spirit of those sides and giving effective feedback (feedback, mind you, not harping, whinging, complaining, berating, etc.) to PGI. Some threads/commentators have gotten pretty hostile, the vitriol spewed could be processed down and loaded into my autocannon to make them more effective, and really I have grown quite tired of seeing it. I am sure that PGI staff is even more tired of having it directed at themselves.

And while I am on the topic, one thing that occurs to me is that the IS shouldn't feel on par with the Clans. Playing for the FRR especially should feel like having one's back to the wall and the water rapidly rising up past your neck. (of course, that is just one opinion but it is the one I will offer to PGI if and when I am asked).

What will this mean when PGI finally unveils Clan OmniMechs? I have no idea. Will the weapon systems mass less? Almost certainly. Will they be less bulky? Again, almost certainly. Will they (energy weapons especially) have as long of a reach and hit as hard? Honestly, this is where I see most of the 'balancing' taking place, and will probably result in beams that have longer reach and hit harder than IS equivalents, but probably not as long-reached or hit as hard as in TT. Probably that will set the tone for any balancing, something more than in-game IS, but not as much as in TT.

#49 Joseph Mallan

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Posted 25 November 2013 - 10:41 AM

View PostKael 17, on 25 November 2013 - 10:21 AM, said:

I think that some of you are overestimating the complexity involved in balancing Clan and IS forces that will be available when Clan Mechs do finally appear. That's no to say that no balancing will be needed, just that I think things are a lot closer than some people really think.

1) Advanced equipment (endo-steel structure, ferro-fibrous armor, double heatsinks, XL engines) are all readily available.
In lore these components were either all LosTech, prohibitively expensive to take full advantage of, or both. Basically, everyone has access to Star League equipment (save for some specialized components such as Null Signature Systems), which is what ComStar had when it beat the Clans in the proxy battle for Terra.
These features are not going to be that much of a perk with the exception of CFFA. There is a decent amount of armor given or 7 crits (Not a complaint, just an observation)

Quote

2) Modular Components

The ability to rapidly configure an OmniMech, and the speed at which the 'plug and play' pod-tech allowed damaged parts to be replaced and ammunition stocks restored. The current Mechs are already capable of being reconfigured via the hardpoint system, something which the cannon IS mechs could not do, or at least not do readily and easily. While this does not allow the full customization of OmniMechs it is a nice middle-ground *and* goes a long way to preserving the 'House flavor' of specific Mech variants .
Furthermore, the game mechanic as is actually favors rapid repair/rearm functions. Might PGI reintroduce a c-bill 'cost' for repairing an rearming Mechs? Of course, but this function has never made a mech unavailable do to a 'time out' effect while the repairs and rearmaments were being conducted.
Where a perk like this becomes evident is if we are going o have on going battles. Omnis will be repaired in hours where Mechs are not fully repaired for days! Unless PGI mucks this up.

Quote

3) Mech-only combat.

Yes, this thread is about balancing mechs, but by being mech-oriented MWO has already removed some major disparities between Clan and IS militaries. There is no Powered Armor, for example (something that came as a total surprise to the IS), and most IS military units made use of conventional armor which the Clans lacked. And yes, I fully realize that some conventional armored units (or even specific tanks) totally out-classed the majority of mechs, but for the most part the Clans were content to use IS tanks for target practice.
Likewise we won't be seeing aerospace fighters or, ahem, Clan WarShips in orbit.
This will change the face of the Invasion dramatically I think, but I played the majority of the Invasion on TT without Aerospace assets. SO it is doable.

Quote

The OmniMech at this point only has two real advantages:

1) Less bulky components leave OmniMechs with more slots.
2) The inherent superiority of Clan Weapons.
Which I hope they keep.

#50 Thorn Hallis

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Posted 25 November 2013 - 11:28 AM

View PostTolkien, on 24 November 2013 - 05:44 AM, said:

Welcome to MWO where clan mechs use inner sphere weapons and nothing is as it seems! ;)


Not that this has happened before in Mechwarrior IV - shockingly! :P

#51 Tolkien

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Posted 25 November 2013 - 11:33 AM

View PostThorn Hallis, on 25 November 2013 - 11:28 AM, said:


Not that this has happened before in Mechwarrior IV - shockingly! ;)


Seriously, that happened often in MW IV, or just that it was physically possible?

#52 Xeno Phalcon

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Posted 25 November 2013 - 11:47 AM

I too am worried about the clan mechs.
Spoiler


#53 Gladewolf

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Posted 25 November 2013 - 12:17 PM

View PostAlwrath, on 18 November 2013 - 07:37 AM, said:

My question is, are they going to be true to the lore and implemented this way so that a team of Clan mechs will be fewer in number compared to a team of IS mechs on the battlefield? This is how it should be done imo. No one is going to be that excited over clan mech's if they " balance them " ( AKA dumb them down ) to IS mech level. This would be a huge mistake and be a huge misinterpretation of what clan mechs are supposed to be. An elite fighting force. My first thought to balance this for match maker is whenever someone selects a clan mech it takes up 2 mech slots on a team. Would probably be a good way to balance it out.

Thoughts?

I'd say be careful what you wish for.......because in the most true interpretation of the clans, most of us wouldn't get to pilot one anyway. Especially not me, with my totally average (free birth) k/d and win loss ratio ;). Mind..... i'd be ok with that...in addition, for community warfare purposes...a side should be clan, or not clan, no mixing.....at least not until enough salvage on a side can be built up to start fielding rebuilt units..........

#54 C E Dwyer

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Posted 25 November 2013 - 12:48 PM

this should have been set in 3029, however the money is made by selling clans for cash, and they gave is mech half the tech that could have made clan much more powerful DHs endo ferrous without to much of a problem, now because of the fail balance methods the clans simply can't be the killers they were in canon..

#55 CyclonerM

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Posted 25 November 2013 - 01:28 PM

View PostThorn Hallis, on 25 November 2013 - 11:28 AM, said:


Not that this has happened before in Mechwarrior IV - shockingly! ;)

Actually the opposite happened, Inner Sphere 'Mechs using only Clan weapons :wacko: (-not possiblle, those are OmniPods.. :ph34r: ).

View PostCathy, on 25 November 2013 - 12:48 PM, said:

this should have been set in 3029, however the money is made by selling clans for cash, and they gave is mech half the tech that could have made clan much more powerful DHs endo ferrous without to much of a problem, now because of the fail balance methods the clans simply can't be the killers they were in canon..


As i already said in another thread, they may have had less problems by choosing instead the 3060+ era, when the IS developes new weapons.. A MW game would be so sad without Clan 'Mechs.. :unsure:

And of course the Clan Invasion is my favourite era.

Edited by CyclonerM, 25 November 2013 - 01:28 PM.


#56 Thorn Hallis

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Posted 26 November 2013 - 11:16 AM

View PostTolkien, on 25 November 2013 - 11:33 AM, said:

Seriously, that happened often in MW IV, or just that it was physically possible?


Sure it did. The light gauss was a favourite among MK2 pilots.


View PostCyclonerM, on 25 November 2013 - 01:28 PM, said:

Actually the opposite happened, Inner Sphere 'Mechs using only Clan weapons ;) (-not possiblle, those are OmniPods.. :P ).


Of course possible. The pod is just where the weapon is mounted. The weapon itself could be easily modified but would lose its "ability" to be mounted in omnipods. And unmodified it could still be installed into an IS omni.

Edited by Thorn Hallis, 26 November 2013 - 11:16 AM.


#57 Voivode

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Posted 26 November 2013 - 11:41 AM

I may be wrong, but aren't omnimechs able to swap out weapons very easily (i.e. no "hardpoints" of a type, just weapon crit space and tonnage for use with whatever weapon you like) but are unable to swap out engines or armor or structure?

If that is true wouldn't it create two forms: one that is totally interchangeable in weaponry but is forced to work with default armor and speed, and one that can alter armor and structure and speed but is limited in weapon choices?

http://www.sarna.net/wiki/OmniMech

Edited by Voivode, 26 November 2013 - 11:59 AM.


#58 Zack Esseth

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Posted 26 November 2013 - 12:07 PM

View PostVoivode, on 26 November 2013 - 11:41 AM, said:

I may be wrong, but aren't omnimechs able to swap out weapons very easily (i.e. no "hardpoints" of a type, just weapon crit space and tonnage for use with whatever weapon you like) but are unable to swap out engines or armor or structure?

If that is true wouldn't it create two forms: one that is totally interchangeable in weaponry but is forced to work with default armor and speed, and one that can alter armor and structure and speed but is limited in weapon choices?

http://www.sarna.net/wiki/OmniMech

Yes, that is pretty much true. OmniMechs use pod space as apposed to hard points. One thing they could do is force people to buy pods that had specific hard points, and those hard points could possibly have a critt limmit to how big a specific weapon is (defeats the purpose of internal critt pace all together). But pgi should really consider a Battle value system. There is a reason why it was made in the table top and a direct copy paste wouldn't work. It would have to be based on DMG vs Tonns vs Critts vs Range. And then Chassis would have to be valued based on type of hardpoint/type of pod vs Location vs tonnage vs upgrades vs arrmor and so forth. And to all who say no mixed tech, just keep in mind that further perpetuates the problem of people will only run clan tech as high competitive players. And then there wont be any Inner Sphere mech Chassis, it will only be clan tech.

#59 CyclonerM

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Posted 26 November 2013 - 01:18 PM

View PostThorn Hallis, on 26 November 2013 - 11:16 AM, said:


Sure it did. The light gauss was a favourite among MK2 pilots.

Assuming you are talking about the Mad Cat MKII..
Why use a light Gauss when you can use 2 RAC/5s ? :P


Quote

Of course possible. The pod is just where the weapon is mounted. The weapon itself could be easily modified but would lose its "ability" to be mounted in omnipods. And unmodified it could still be installed into an IS omni.

I have not any source to quote from, so i will just quote from Sarna:

Quote

]The modular attachment points to mount OmniMech weaponry and equipment (equipment constructed in an OmniMech Pod) renders such equipment incompatible with standard BattleMechs. Even for identical classes and brands of equipment, only the ammunition can be used interchangeably. Adding or removing the Pod connections is possible but adds additional time to repairs. If weaponry and equipment are mounted on an OmniMech without an OmniPod, this equipment is fixed.
This pretty much explains how it works. And i was not talking about IS Omnimechs, but things like equipping a Catapult with Clan LRM20s and ERMLs.. A nice upgrade from star league era tech, quiaff?

Edited by CyclonerM, 26 November 2013 - 01:19 PM.


#60 Thorn Hallis

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Posted 27 November 2013 - 05:35 AM

View PostCyclonerM, on 26 November 2013 - 01:18 PM, said:

Assuming you are talking about the Mad Cat MKII..
Why use a light Gauss when you can use 2 RAC/5s ? ;)


I guess they did it because RACs weren't available in MW4:Vengeance and MW4:Black Knight. :blink:
Oh, and not to forget the tendency of Clan players using IS large lasers because of lesser heat.

View PostCyclonerM, on 26 November 2013 - 01:18 PM, said:

I have not any source to quote from, so i will just quote from Sarna:
This pretty much explains how it works. And i was not talking about IS Omnimechs, but things like equipping a Catapult with Clan LRM20s and ERMLs.. A nice upgrade from star league era tech, quiaff?


The Battletech Master Rules allow those Omniweapons to be modified to fit into a standart 'Mech, though this modification is not reversable (unless of course these rules weren't rewritten by Catalyst).





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