


Worried About The Clan Mech's
#101
Posted 13 December 2013 - 10:03 AM

#102
Posted 13 December 2013 - 10:24 AM
Will9761, on 05 December 2013 - 12:17 PM, said:
I only say UAC/20 for the clans.
else I dont get it why it is a problem to give them less maximum tonnage per game and/or let them play with less players than IS (in all TT games and computer games simulating the TT that is being made for example via BV values)
or another option: no customization but you can freely choose between (stock) variants for each match
Edited by Ryue, 13 December 2013 - 10:34 AM.
#103
Posted 13 December 2013 - 11:00 AM
CyclonerM, on 13 December 2013 - 10:03 AM, said:

Hopefully after we were done, you'd know you were in a fight to decide that fate!

Ryue, on 13 December 2013 - 10:24 AM, said:
else I dont get it why it is a problem to give them less maximum tonnage per game and/or let them play with less players than IS (in all TT games and computer games simulating the TT that is being made for example via BV values)
or another option: no customization but you can freely choose between (stock) variants for each match
At my Table Clanners could not mess with the hardwired stuff (engines, Base sinks etc) But any weapons were fair game. So long as space and mass was available.
#104
Posted 20 June 2014 - 02:32 AM
I think a solution should be playing with real tabletopbalance, 8v12, and if there's not enough IS players, 8v8 clan (or 12v12 if its IS v IS). Im aware that actual Clans can't take 1.5IS+ as they should be able to (even if they are still stronger than IS imo).
Then balancing the game would look more like Clan are dominant tech+ balance would be easier without ruining all the ''clan thing''. And unbalanced team (and balanced) isn't something we see much in games anyways, so it could bring something special and unique to the game.
#105
Posted 20 June 2014 - 10:06 AM
B. True clan balance is 5v12, semi-realistic balance that does not take a steaming pile of crap on the Clans is 10v12.
Many of us would love 10v12, but even if Clan tech was nasty enough in MWO's settings to pull it off, there would be an almost inevitable slide by the power gamers to clan tech because "lololbignumbers." That is not an acceptable for our community, either.
#106
Posted 20 June 2014 - 07:16 PM
Edited by KelesK, 20 June 2014 - 07:25 PM.
#107
Posted 20 June 2014 - 07:33 PM
Reads like a perfect storm of tactical theorycrafting for a fast, mobile, resilient group of mechs, capable of approaching an enemy force, then simply out-surviving everything in front of them with overwhelming brawling firepower.
Hell, in practice? Works like a god damned charm. Can easily overwhelm a line designed for a ranged fight with multi-role Clan mechs and dedicated brawlers. Consistently.
Why people insist on playing the same, passive hide and peek game is beyond me.
Edited by Pariah Devalis, 20 June 2014 - 07:34 PM.
#108
Posted 20 June 2014 - 07:40 PM
This IS crap is irritable at best and there really needs to be something that prompts less people to use the Clan Mechs, problem is though if you stick your neck out it's open season. I say dump the teams to 10v12 and leave the equipment as is. Watch the dezgra panic and fry more then just eggs then.
Edited by KelesK, 20 June 2014 - 07:54 PM.
#109
Posted 21 June 2014 - 03:01 AM
Pariah Devalis, on 20 June 2014 - 07:33 PM, said:
Ok hold on. Zombies? Sure, we can survive a lost torso and my TW can still run and fire at 18-20% of health but more often than not well placed AC/20 shots will destroy 3/5 of my weapons destroying a side torso.
#110
Posted 21 June 2014 - 03:28 AM
CyclonerM, on 21 June 2014 - 03:01 AM, said:
Does not mean they cannot keep fighting well beyond their expiration point.


#111
Posted 21 June 2014 - 04:21 AM
Pariah Devalis, on 21 June 2014 - 03:28 AM, said:
Does not mean they cannot keep fighting well beyond their expiration point.


Mmh, well, 1 ERLL+1 ERML = about 18 damage

#113
Posted 21 June 2014 - 05:52 AM
Pariah Devalis, on 20 June 2014 - 10:06 AM, said:
B. True clan balance is 5v12, semi-realistic balance that does not take a steaming pile of crap on the Clans is 10v12.
Many of us would love 10v12, but even if Clan tech was nasty enough in MWO's settings to pull it off, there would be an almost inevitable slide by the power gamers to clan tech because "lololbignumbers." That is not an acceptable for our community, either.
10 vs 16 is better.
#114
Posted 21 June 2014 - 06:08 AM
KelesK, on 21 June 2014 - 05:28 AM, said:
I removed the MPL, and i have a machine gun on a side and ammo on the other so either the weapon or the ammo gets destroyed.. Anyway, the LRM ammo often is depleted before i lose a side torso

#115
Posted 21 June 2014 - 07:08 AM
#117
Posted 23 June 2014 - 04:07 AM
KelesK, on 21 June 2014 - 06:43 PM, said:
Indeed. I believe many of the proposed team numbers like 5 vs 12 (and probably 10vs16) would always end with the Clan team being stomped. The difference would be too great.
Remember, many average players just want to win and if that means having to use inferior 'Mechs that regularly win, they will use them

#118
Posted 23 June 2014 - 05:01 AM
KelesK, on 21 June 2014 - 06:43 PM, said:
I would say, the less - the better.
CyclonerM, on 23 June 2014 - 04:07 AM, said:
Remember, many average players just want to win and if that means having to use inferior 'Mechs that regularly win, they will use them

My solution would be to make machmaker find a proper ELO (skilled) players to oppose IS forces..
But asymmetric balance plus asymmetric teams - that's gonna be a hard topic...
#119
Posted 23 June 2014 - 05:20 AM
#120
Posted 23 June 2014 - 05:44 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users