DI3T3R, on 09 December 2013 - 05:12 AM, said:
On the one side, we have the IS-Mechs we know and love/hate/both.
Then, one day Clan-Mechs get introduced. They are faster, more flexible, more durable, have more firepower. Real killers. Everybody will want to have one, so their use has to be restricted or discouraged in some way.
But why do this with nerfing them? The Clans always fight outnumbered, why not go the extreme in this one?
10vs12? Why not 5vs12 or 5vs16 or 10vs18?
If people want to play Clanners, why not make them fight hordes upon hordes of inferior and dishonorable enemies until it's no longer funny?
A Cluster against a Regimental Combat Team? Outnumbered in Mechs 1:2 and outnumbered overall 1:18?
Why not?
Although I generally share your opinion about nerfing Clan Mechs,
the solution you suggest will only work if you have all-clan-teams against all-IS-teams !
I think changing the solo and group queues so that matching all-IS-teams against all-Clan-teams has the highest priority and only if not enough Clan or IS players are searching for a game the matchmaker should allow mixed teams would make sense.
Currently we have 16 v 16 battles with mixed teams.
I think the following combinations would also make sense:
20 IS v 15 Clan
16 IS v 15 Clan
12 IS v 10 Clan
8 mixed v 8 mixed
8 IS v 5 Clan
Because of different way to organize mechs in lances or stars, this sizes would make sense.
16 IS v 15 Clan ( 1.07 v 1 ) should be the first for testing the influence of superior numbers for IS on a test server.
12 IS v 10 Clan ( 1.2 v 1 ) should be tested next ...
20 IS v 15 Clan ( 1.33 v 1 ) should be tried if the Clans are still too stong ...
8 IS v 5 Clan ( 1,6 v 1 ) may already be a handicap too big even for Clan mechs, and should only be enabled for high ELO Clan teams against low ELO IS teams and together with 8 v 8 mixed teams on SMALLER MAPS like River City, while restricting bigger teams to bigger maps.
Edited by Brother MEX, 10 September 2014 - 04:09 AM.