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Why Nerf The Clans In Mwo At All?


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#441 CyclonerM

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Posted 05 January 2014 - 05:27 AM

View PostVlad Dragu, on 05 January 2014 - 04:59 AM, said:

Not to mention, sooner or later IS will start getting their hands on Clan tech and when that happens I feel I will have a leg up.

Sure, if you are in the Wolf's Dragoons or if you are Prince Victor Steiner-Davion.

#442 Myomes

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Posted 05 January 2014 - 05:32 AM

because it's easier and lazier to "balance" the clans than to "balance" the gameplay with an overlay of metagame mechanics.

#443 INKBALL

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Posted 18 January 2014 - 04:49 AM

To me, leaving Clans as they are supposed to be will:
-Respect Battletech line of sight, and they ll get the love of fanboys.
-Make it WAY easier to balance 10v12, clan win 80%, make it 9v12, clan win 55%, then elo will balance.

And, is it preferable to just nerf clantech to just make it meaningless !? (clan tech is supposed to be OP)

And honestly, When did you have the chance to fight ''fair'' fights in a game at 8v12 ? I think it will make it very interesting.

And I don't think 75% of ppl will go CLAN mech only, honestly, i always liked to play with old/crappy stuff and get the best output possible in the conditions. It will be a challenge for both sides.

#444 Odanan

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Posted 18 January 2014 - 05:30 AM

The solution is not to nerf Clan tech (which is not only a abomination but can't be done properly*).

You just need to adjust the matchmaker for this:

IS mechs vs. IS mechs = no change. (12 vs. 12)
Clan mechs vs. Clan mechs = no problem (10 vs. 10)
IS mechs vs. Clan mechs = advantage of numbers for the IS (16 IS mechs vs. 10 Clan mechs)

No mix tech. Ever.


BTW, I'm an IS pilot and will continue to play with IS-only tech.


If the devs continue in this line of design (nerf the Clan weapons, lock the armor/engine), I foresee in July these problems:

- Some Clan mechs will be awful (like the Kit Fox), some will continue to be OP (like the Timber Wolf and the Dire Wolf).
- There will be an exodus to Clan tech and Clan mechs.
- All IS stuff will be thrown to the garbage bin.
- MWO will die.


* How would you nerf Clan XL Engine, Clan Endo Steel, Clan Ferro Fibrous, Clan DHS? By just locking them is not a solution because some optimized mechs (like the Timber Wolf) won't be affected at all!

And would you nerf the Clan weapons, like the ER PPC, SSRM6, UAC/20?

- With more heat? = in an already broken heat system?
- With slower rate of fire? = it wouldn't affect high alpha builds (you only need to hit once, anyway)
- With shorter range? = that wouldn't be enough.
- Making the weapons heavier? = that would break Clan builds.
- Reducing the damage, like to the half? = really?
- With the obscure and very flawed ELO? = that won't avoid people to migrate to Clan tech only.
- With some ridiculous, out of the world system for each weapon? = Oh, I'm certainly they will do that. And it will be terrible.

#445 CyclonerM

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Posted 18 January 2014 - 06:25 AM

Homeless Bill's targeting computer solution would have been fine. With some tuning Clan weapons could be well balanced.

However Odanan you forgot to add "simple mechanics" like the SSRMs firing not a full volley at once but 3 volleys of 2 missiles..

And i thank Kerensky if they locked the OmniMechs. They will be more unique and finally use the built-in limitations for Clan tech. Would you prefere a totally free mechlab like MW4? :D

I am sure someone will find an use for 2 lights which are able to mount PPCs and autocannons :unsure:

#446 Stormwolf

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Posted 18 January 2014 - 06:58 AM

Full Clan tech could work in a well constructed game, MWO would never qualify in this regard.

The reasons are numerous, here's few I can come up with on the fly:
- PGI needs to sell $500 gold skins, but we can't have P2W
- Any BT related storylines, backgrounds or setting critical elements will never have a place in MWO
- Factions can't have any identity to them, because everybody needs to be able to have every mech. The great indicator here is that the Clans will not have a honor point system of sorts like we saw in MW2.
- No repair and rearm, the entire difficulty for a IS player to try and maintain a Clan mech goes out of the window. Hell, the same applies to IS mechs in general.
- Easy mode customization (ties into the previous point), there are no problems with customizing BattleMechs (note that I don't mean OmniMechs here). Everybody's need for min maxing mechs that generally can't be altered pretty much kills the need for omnitech.
- People who are into the franchise really aren't the target audience here, PGI wants to go for a broad audience. So pretty much everything worthwhile that fans like gets axed.
- The design and direction of the game currently leave much to be desired, the supposed "Beta" never did any testing whatsoever. Numerous flaws are "working as intended" and every person who says otherwise is on an island.

Edited by Stormwolf, 18 January 2014 - 07:00 AM.


#447 Krujiente

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Posted 18 January 2014 - 07:26 AM

Clans also are restricted by rules that aren't gonna fly in video games, no ganging up and no backshots. Clans are not allowed to do either. These rules only work in a command-type game like Battletech. Having Clan mechs introduced stock would be moronic because PC players are not held back by some kinda of honor code.

Edit: Clan techs were not only outnumbered but were out-smarted because of their rigid system of mechwarfare in order to kill them, just making players play outnumbered will not create the balance required.

Edited by Krujiente, 18 January 2014 - 07:27 AM.


#448 Odanan

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Posted 18 January 2014 - 10:13 AM

View PostKrujiente, on 18 January 2014 - 07:26 AM, said:

Edit: Clan techs were not only outnumbered but were out-smarted because of their rigid system of mechwarfare in order to kill them, just making players play outnumbered will not create the balance required.

Why not? 16 vs. 10 is balance enough! If it isn't, increase even more the total tonnage of the IS team.

#449 Stormwolf

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Posted 18 January 2014 - 10:49 AM

View PostKrujiente, on 18 January 2014 - 07:26 AM, said:

no ganging up


There are several instances where this is allowed, though the punishment here would be that you wouldn't get any reward out of it.

Quote

and no backshots.


That is most definately allowed, you won't find that rule for the Clans in any official BT book ever published. Now that specific rule does apply to the Knights of the Inner Sphere.

Quote

These rules only work in a command-type game like Battletech. Having Clan mechs introduced stock would be moronic because PC players are not held back by some kinda of honor code.


They would be held back by it if the reward system was tied into it.

Quote

Edit: Clan techs were not only outnumbered but were out-smarted because of their rigid system of mechwarfare in order to kill them, just making players play outnumbered will not create the balance required.


Yes it does, BV did wonders in this regard.

#450 pbiggz

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Posted 18 January 2014 - 11:19 AM

View PostOdanan, on 18 January 2014 - 10:13 AM, said:

Why not? 16 vs. 10 is balance enough! If it isn't, increase even more the total tonnage of the IS team.


In a perfect world, with a perfect spread of players it would work, it would be fantastic, I WANT TO BELIEVE, but experience tells me that is a paradise that does not exist. Here is why:

I call up an example, the world of warcraft server: Illidan. http://wow.realmpop....us-illidan.html

Illidan has 13996 Alliance players.

Illidan has 216403 Horde players.

Thats roughly 6% alliance vs 93% horde.
The best servers are split 50/50, but how many new players are going to go alliance on a server where it is now more rare to see alliance players then it is to see rare-spawn world bosses.

Additionally, Illidan is a PVP server, meaning you cannot "toggle off" PVP, you are always attackable by the opposite faction. This makes leveling a horde character a dream, because that 6% of alliance players rarely poses a threat if ever, but makes leveling an alliance character a nightmare, as that 93% of horde players generally likes to hover above low-level areas and "gank noobs", i.e. kill low level players for fun, just to run them off the server, or make them turn horde.

IF, clans are OP enough that it takes a reinforced company just to take down 1 binary, how many players will stay inner sphere?

IF new players starting out as Inner Sphere drop into a game and get picked off from across the map by a triple-ppc omni-mech (clan ppcs weigh less than IS and do nearly as much damage as IS gauss rifles), how long do you think it will take until that player either gives up, or goes clan?

Either you will scare off all your inner sphere players, or you will make all but the most loyal core go clan. That leads to an imbalance, which leads to failing queues, which leads to a dysfunctional game where all that exists are the clans fighting a handful of the same IS pilots who desperately cling to their factions while the bulk of players sit in the back as clans, unable to find queues or fighting among themselves.

Alternatively, if clan tech is available to IS players, how long do you think it will take before people realize their Atlai are easily outmatched by triple-clan UAC20 direwolves? How long do you think it will take before people realize 85 ton stalkers are outgunned and outranged by 75 ton timberwolves? How long do you think it will take before people realize Clan ERPPCs do nearly as much damage as IS gauss rifles?

How long would it take before nearly every single IS mech on the field is replaced by a clan omnimech?

How long would it take before new players in cheap IS mechs are flattened by omnimechs, only to realize the lightest omnimechs alone cost as much as IS heavy mechs?

How long would new players stay when they realize they have a choice of futile grinding to get even a light omnimech, or buying MC.


THIS, is the folly of un-nerfed clan tech. Either it causes an arms race and a virtually impossible grind for new players, or it causes a mass exodus to the clan factions, which also constitutes an arms race to get superior tech.

THIS is why PGI HAS to nerf it. This isn't some personal feud I have with people who want the game to follow TT-values religiously because "whats the point of clans otherwise". This is a genuine concern that those calls to keep clan tech un-nerfed come from a genuine mis-understanding of how a TT game can and cant translate into a real-time action simulator/fps.


But fear not, I have a different solution, one that keeps clan and IS tech distinct, without giving any overt advantages!

Older CW posts from the devs called for certain mechs to be either exclusively available or discounted to specific factions. For example, house kurita, and anyone in it's favour, will find that an Atlas AS7-K is far cheaper to buy, but if someone in favour with only say... the Federated Suns... will find that an Atlas AS7-K is either available at a massively inflated price, or not available at all! Mercenaries will apparently have access to some sort of black market, where they will have to pay full price for mechs, but will have otherwise exclusive hardware available to them as well.

Following that, Clans, which are supposed to be handled as NPC factions like the other successor states, will have certain hardware available to them at either heavily discounted costs, or exclusively, even among the different clans themselves!For example, the Dire Wolf omnimech is produced exclusively by Clan Smoke Jaguar and Clan Wolf. Any other appearance of the direwolf in other clans was supposedly the result of trades, or that equipment being taken as isorla (taken as a prize from a loser in a trial). Following this, we can assume that certain mechs such as the warhawk (an exclusively smoke jaguar design) and the aforementioned direwolf will only be available to their respective producers, or will be available to the other clans at inflated prices, or through trials (which would be totally cool). This tech would also be on the black market for mercenaries, but at inflated prices.

This system of differentiating tech and making it more readily available to specific factions relies on a three things. Meta balance, clan tech "nerf", and numerically equal drops.

A: the overall meta game has to shift significantly. If there were a "Fifth succession war" sans-clan, the Fedcom and cappellans would be the only ones left, because highlanders, victors, and cataphracts with autocannons and ppcs are the kings of the meta. If meta game is balanced (perhaps with cone of fire and heat tweaks as well as tweaks to weapon mechanics such as Mechwarrior 3-styled autocannons rather than single-shot autocannons with front loaded pinpoint damage) then other mechs such as the dragon, and atlas come back from obscurity with a vengance, and sweet sweet brawling becomes viable again. (yes I am a brawler at heart).

B: Clan tech will have to be "nerfed". The word nerf has become a dirty word however, so I will replace it with "fixed".
As it stands, omnimechs have draw backs, but clan weaponry does not. Proposed fixes by paul are interesting, but just the tip of the ice berg. In a perfect world a comprehensive rework of both clan and IS tech (with the above mentions of cone of fire, etc) would be in order, but since we can assume PGI wont do that, lets talk about what we have. We have weapons that are better than IS weapons in every way. The easy solution is to make them do the same damage as IS weapons, but that is boring, so lets give them a different flavour.

Clan lasers could have a slightly longer range, or perhaps a more gradual damage fall-off after their "max range" as opposed to the near instant drop to zero IS laser damage has at its max range. On the flip side, Clan lasers could deal their full damage, but in a longer burn time. This means the pilot has to deal with more heat, as the laser remains active for longer, and has to practice careful aim to keep the laser trained on the target, as well as expose himself from cover for a longer period of time. PPCs on the flip-side, have not been mentioned by paul. I would suggest a rework of ppcs similar to my autocannon idea. Have the ppc deal damage as a stream, rather than a front loaded projectile. In this manner, an IS ppc that deals 10 damage could deal perhaps 8 up front, with each "section" of the stream dealing 1 extra damage until max damage is dealt, while the clan ERPPC would deal its 15 damage as 10 up front, with a longer "stream" dealing up to it's maximum, OR, 7 up front with a stream the same "size" as the IS ppc, but dealing more damage per "section". This would take the emphasis off front loaded pinpoint damage, preserve the effectiveness of each weapon as well as make sure the sheer power of clan weaponry can be exploited only with superb skill, rather than making it a clear cut choice that "clan tech is better".

In the past I also argued mixed weapons, I now argue pure tech because the weight savings of clan weaponry would make IS weapons, even with a nerf, inferior. The best way to balance the weight savings of clan weaponry is with the restrictions of omnimechs. In this manner, IS mechs become more optimized, but on average they carry less fire power, while Clan mechs are less optimized and more "cookie-cutter" but carry more firepower.

C: Numerically, drops would have to remain 12v12, or whatever. CW should have more diverse game modes and perhaps scenario play? (that would also be cool). So pure clan v clan drops would be 5v5 or 10v10, while specific scenarios might have 2 clan mechs with elemental support drop against an equal IS force with vehicle support. Overall, if the above changes are implemented properly, then 10v16 simply becomes superfluous. However, un-nerfed, or un-fixed, if you try to balance clan tech with a 10v16 drop, you are not fixing the problem, you're simply side-stepping it, and that solution wont last forever.

THESE are the elements of game design we have to think about, not a pure "lets leave clan tech OP" or "lets nerf the **** out of clan tech" argument, but a discussion of "how can we make them different from one another, so that while neither techbase has an advantage, they play fundamentally differently and keep the game diverse and interesting.

#451 Cybertek

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Posted 18 January 2014 - 11:48 AM

I personally don't mind the changes to the clan tech in MWO. As I can't wait to get into a Adder or Mad Cat. Mostly because those have to be my favorite mechs. I would hate to have to play by certain rules, or procedures. If the clan weapons can be outfitted on IS mechs than it is a moot point anyways. The one thing I have noticed with this game is people complain about things mostly because it is not how they play. Was in a match yesterday people were complaining about Sniping and LRMs, **** lets just make it so the worlds are all flat and we just line up in two rows at take one step and fire. Learn how to use terrain or figure out how to counter what you don't like.

#452 z00med

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Posted 18 January 2014 - 11:50 AM

my my, so much expertise on balancing a MMO... fascinating...

Besides the fact that the question was answered on the first page

View PostThorn Hallis, on 09 December 2013 - 05:29 AM, said:

Because not many players will willingly enter a match knowing that their 'Mech and weapons are inferior by a wide margin?


Crisp, clear, and to the point. So, bring OP Clanmechs. Result: Every new player will choose? Correct, Clans.
Result of that: harder and harder to find a match (especially if you need like 12 IS Mechs to fight 6 Clanmechs...).
End of story: the newer players moving on to something else, no more newer players to fill their ranks, in the end the last fluffbunnys will lonely troll this forum between cobwebs and broken dreams)

(if you are not aware of that, maybe cause of your too high"Elo" : There are a lot of new players lately. And I suspect that the majority of them is around half the age of the forum average. And most of them dont give a damn about some Lore. Actually the usual reaction when someone complained about Clantech etc before a game was like : "OMG, another Lorebunny.****.")

I recommend the following: Get prepared for the fact that it will be possible to mix Clan and IS Mechs, fighting for the same side. Or at least the possibility for one Player with different Mechs to "work" for every faction. Everything else wouldnt make much sense atm.
My bet would also be a Version for the new Xbox (Film grain? sketchy...).
And MwO will never be the 1:1 adaption of a TT Rulebook...
And the Devs will never listen to the misantrophic "output" this forum produces.

I pity all these things, except the last. Cause I would do the same...^^

Edit: ninjaed 2 times, and two times a serious post. Now I feel bad :)

Edited by z00med, 18 January 2014 - 11:51 AM.


#453 StormDll

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Posted 18 January 2014 - 02:00 PM

View Postpbiggz, on 18 January 2014 - 11:19 AM, said:



I think was better if Clan lasers deal same damage and heat as a IS lasers, but in a 30-50% shorter burn time? It was cool balance. CERLL have 750m range, deal 9 dmg per. 0.4-0.5 sec. and Clan Large Pulse Laser 600 m range, 10 dmg per 0.25-0.3 sec.
actually damage will not increase, but the use in combat is much more dangerous.
Now in MWO IS ERLL have 675m. CERLL has 750m.
the advantage of almost 75 meters will not affect the battle. Increase damage by increasing the exposure time is the loss of combat effectiveness, there is no advantage in battle, and more downside due to increased heating. Strangely for a Clan create inefficient weapon

Edited by StormDll, 18 January 2014 - 02:08 PM.


#454 CyclonerM

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Posted 18 January 2014 - 02:13 PM

View PostCybertek, on 18 January 2014 - 11:48 AM, said:

I would hate to have to play by certain rules, or procedures.

Exactly! If a Zellbrigen system was implemented MOST of the players would be bored at having to tag their opponent and try to duel with him while the enemies gang up on you. It is what happened in the first waves basically. So even if Clan 'Mechs have better weapons, if they are slightly outnumbered and forced to play with restrictive enough rules, how many would be willing to switch to Clan? Hell, it might happen that the Clan factions have too few players, which is quite better than the opposite.

Almost everyone wants to have the best guns but more of that almost everyone wants to play as he wishes.

#455 StormDll

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Posted 18 January 2014 - 02:25 PM

View PostCyclonerM, on 18 January 2014 - 02:13 PM, said:

Exactly! If a Zellbrigen system was implemented MOST of the players would be bored at having to tag their opponent and try to duel with him while the enemies gang up on you. It is what happened in the first waves basically. So even if Clan 'Mechs have better weapons, if they are slightly outnumbered and forced to play with restrictive enough rules, how many would be willing to switch to Clan? Hell, it might happen that the Clan factions have too few players, which is quite better than the opposite.

Almost everyone wants to have the best guns but more of that almost everyone wants to play as he wishes.

Oneshot-onekill)) dont atack many target)
Zelbringer 1lvl worked against mechs 1-2 tech-lvl and full Clantech, when IS mechs can focus fire on Clan mechs, but Clan can attack only 1 target.

#456 0phialacria

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Posted 18 January 2014 - 03:07 PM

View PostSpurowny, on 09 December 2013 - 06:03 AM, said:

Did you guys even understand the point of ghost heat and the gauss rifle change? it wasn't just to break OP builds.
It was to increase the average time it takes to kill a mech, and in that regard it was a success.

Now add lighter, higher damaging PPCs, 1 ton lasers that do 7 damage and have a range of 500m and an AC20 that fires twice as fast and weighs the same as an ac10.
Average time to kill a mech drops to lower then it has ever been.
Clan mechs DO NOT carry more armor then IS mechs, the max values are the same by tonnage.
You thought people whined about op builds and configs before? clan weapons unaltered will turn this game into just another twitch shooter. may as well play CoD so you can respawn and not wait several minutes before your next 10 seconds of fighting.
NERF the eFF outta that Clan {Scrap}!

OH YAY!
Why the hell even put clan tech in then?
Let's nerf it till it's the same, but costs twice as much and adds more heat!
But hey, looks cooler don't it?

Read the books. Clan tech is SUPERIOR. SUPERIOR AND GREAT and you are just JEALOUS! You jealous jealous silly inner sphere freeborn!

#457 pbiggz

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Posted 18 January 2014 - 03:10 PM

View Post0phialacria, on 18 January 2014 - 03:07 PM, said:

OH YAY!
Why the hell even put clan tech in then?
Let's nerf it till it's the same, but costs twice as much and adds more heat!
But hey, looks cooler don't it?

Read the books. Clan tech is SUPERIOR. SUPERIOR AND GREAT and you are just JEALOUS! You jealous jealous silly inner sphere freeborn!



Instead of spitting curses like an {Dezgra}, take the time to read my post.

View Postpbiggz, on 18 January 2014 - 11:19 AM, said:


In a perfect world, with a perfect spread of players it would work, it would be fantastic, I WANT TO BELIEVE, but experience tells me that is a paradise that does not exist. Here is why:

I call up an example, the world of warcraft server: Illidan. http://wow.realmpop....us-illidan.html

Illidan has 13996 Alliance players.

Illidan has 216403 Horde players.

Thats roughly 6% alliance vs 93% horde.
The best servers are split 50/50, but how many new players are going to go alliance on a server where it is now more rare to see alliance players then it is to see rare-spawn world bosses.

Additionally, Illidan is a PVP server, meaning you cannot "toggle off" PVP, you are always attackable by the opposite faction. This makes leveling a horde character a dream, because that 6% of alliance players rarely poses a threat if ever, but makes leveling an alliance character a nightmare, as that 93% of horde players generally likes to hover above low-level areas and "gank noobs", i.e. kill low level players for fun, just to run them off the server, or make them turn horde.

IF, clans are OP enough that it takes a reinforced company just to take down 1 binary, how many players will stay inner sphere?

IF new players starting out as Inner Sphere drop into a game and get picked off from across the map by a triple-ppc omni-mech (clan ppcs weigh less than IS and do nearly as much damage as IS gauss rifles), how long do you think it will take until that player either gives up, or goes clan?

Either you will scare off all your inner sphere players, or you will make all but the most loyal core go clan. That leads to an imbalance, which leads to failing queues, which leads to a dysfunctional game where all that exists are the clans fighting a handful of the same IS pilots who desperately cling to their factions while the bulk of players sit in the back as clans, unable to find queues or fighting among themselves.

Alternatively, if clan tech is available to IS players, how long do you think it will take before people realize their Atlai are easily outmatched by triple-clan UAC20 direwolves? How long do you think it will take before people realize 85 ton stalkers are outgunned and outranged by 75 ton timberwolves? How long do you think it will take before people realize Clan ERPPCs do nearly as much damage as IS gauss rifles?

How long would it take before nearly every single IS mech on the field is replaced by a clan omnimech?

How long would it take before new players in cheap IS mechs are flattened by omnimechs, only to realize the lightest omnimechs alone cost as much as IS heavy mechs?

How long would new players stay when they realize they have a choice of futile grinding to get even a light omnimech, or buying MC.


THIS, is the folly of un-nerfed clan tech. Either it causes an arms race and a virtually impossible grind for new players, or it causes a mass exodus to the clan factions, which also constitutes an arms race to get superior tech.

THIS is why PGI HAS to nerf it. This isn't some personal feud I have with people who want the game to follow TT-values religiously because "whats the point of clans otherwise". This is a genuine concern that those calls to keep clan tech un-nerfed come from a genuine mis-understanding of how a TT game can and cant translate into a real-time action simulator/fps.


But fear not, I have a different solution, one that keeps clan and IS tech distinct, without giving any overt advantages!

Older CW posts from the devs called for certain mechs to be either exclusively available or discounted to specific factions. For example, house kurita, and anyone in it's favour, will find that an Atlas AS7-K is far cheaper to buy, but if someone in favour with only say... the Federated Suns... will find that an Atlas AS7-K is either available at a massively inflated price, or not available at all! Mercenaries will apparently have access to some sort of black market, where they will have to pay full price for mechs, but will have otherwise exclusive hardware available to them as well.

Following that, Clans, which are supposed to be handled as NPC factions like the other successor states, will have certain hardware available to them at either heavily discounted costs, or exclusively, even among the different clans themselves!For example, the Dire Wolf omnimech is produced exclusively by Clan Smoke Jaguar and Clan Wolf. Any other appearance of the direwolf in other clans was supposedly the result of trades, or that equipment being taken as isorla (taken as a prize from a loser in a trial). Following this, we can assume that certain mechs such as the warhawk (an exclusively smoke jaguar design) and the aforementioned direwolf will only be available to their respective producers, or will be available to the other clans at inflated prices, or through trials (which would be totally cool). This tech would also be on the black market for mercenaries, but at inflated prices.

This system of differentiating tech and making it more readily available to specific factions relies on a three things. Meta balance, clan tech "nerf", and numerically equal drops.

A: the overall meta game has to shift significantly. If there were a "Fifth succession war" sans-clan, the Fedcom and cappellans would be the only ones left, because highlanders, victors, and cataphracts with autocannons and ppcs are the kings of the meta. If meta game is balanced (perhaps with cone of fire and heat tweaks as well as tweaks to weapon mechanics such as Mechwarrior 3-styled autocannons rather than single-shot autocannons with front loaded pinpoint damage) then other mechs such as the dragon, and atlas come back from obscurity with a vengance, and sweet sweet brawling becomes viable again. (yes I am a brawler at heart).

B: Clan tech will have to be "nerfed". The word nerf has become a dirty word however, so I will replace it with "fixed".
As it stands, omnimechs have draw backs, but clan weaponry does not. Proposed fixes by paul are interesting, but just the tip of the ice berg. In a perfect world a comprehensive rework of both clan and IS tech (with the above mentions of cone of fire, etc) would be in order, but since we can assume PGI wont do that, lets talk about what we have. We have weapons that are better than IS weapons in every way. The easy solution is to make them do the same damage as IS weapons, but that is boring, so lets give them a different flavour.

Clan lasers could have a slightly longer range, or perhaps a more gradual damage fall-off after their "max range" as opposed to the near instant drop to zero IS laser damage has at its max range. On the flip side, Clan lasers could deal their full damage, but in a longer burn time. This means the pilot has to deal with more heat, as the laser remains active for longer, and has to practice careful aim to keep the laser trained on the target, as well as expose himself from cover for a longer period of time. PPCs on the flip-side, have not been mentioned by paul. I would suggest a rework of ppcs similar to my autocannon idea. Have the ppc deal damage as a stream, rather than a front loaded projectile. In this manner, an IS ppc that deals 10 damage could deal perhaps 8 up front, with each "section" of the stream dealing 1 extra damage until max damage is dealt, while the clan ERPPC would deal its 15 damage as 10 up front, with a longer "stream" dealing up to it's maximum, OR, 7 up front with a stream the same "size" as the IS ppc, but dealing more damage per "section". This would take the emphasis off front loaded pinpoint damage, preserve the effectiveness of each weapon as well as make sure the sheer power of clan weaponry can be exploited only with superb skill, rather than making it a clear cut choice that "clan tech is better".

In the past I also argued mixed weapons, I now argue pure tech because the weight savings of clan weaponry would make IS weapons, even with a nerf, inferior. The best way to balance the weight savings of clan weaponry is with the restrictions of omnimechs. In this manner, IS mechs become more optimized, but on average they carry less fire power, while Clan mechs are less optimized and more "cookie-cutter" but carry more firepower.

C: Numerically, drops would have to remain 12v12, or whatever. CW should have more diverse game modes and perhaps scenario play? (that would also be cool). So pure clan v clan drops would be 5v5 or 10v10, while specific scenarios might have 2 clan mechs with elemental support drop against an equal IS force with vehicle support. Overall, if the above changes are implemented properly, then 10v16 simply becomes superfluous. However, un-nerfed, or un-fixed, if you try to balance clan tech with a 10v16 drop, you are not fixing the problem, you're simply side-stepping it, and that solution wont last forever.

THESE are the elements of game design we have to think about, not a pure "lets leave clan tech OP" or "lets nerf the **** out of clan tech" argument, but a discussion of "how can we make them different from one another, so that while neither techbase has an advantage, they play fundamentally differently and keep the game diverse and interesting.


#458 Goosfraba

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Posted 18 January 2014 - 03:37 PM

Relax pbiggz, he's joking. :)

At least I hope so.

#459 Natasha Kerensky

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Posted 21 January 2014 - 08:12 PM

They should just have made it 2 Stars vs 3 Lances.

#460 Natasha Kerensky

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Posted 21 January 2014 - 08:15 PM

View PostSpurowny, on 09 December 2013 - 06:03 AM, said:

Did you guys even understand the point of ghost heat and the gauss rifle change? it wasn't just to break OP builds.
It was to increase the average time it takes to kill a mech, and in that regard it was a success.

Now add lighter, higher damaging PPCs, 1 ton lasers that do 7 damage and have a range of 500m and an AC20 that fires twice as fast and weighs the same as an ac10.
Average time to kill a mech drops to lower then it has ever been.
Clan mechs DO NOT carry more armor then IS mechs, the max values are the same by tonnage.
You thought people whined about op builds and configs before? clan weapons unaltered will turn this game into just another twitch shooter. may as well play CoD so you can respawn and not wait several minutes before your next 10 seconds of fighting.
NERF the eFF outta that Clan {Scrap}!


They could slow down the rate at which mechs die by MAKING THEM STOP RELOADING SO FAST. They completely broke the damage vs reload time vs range vs heat mechanic by making for example PPCs reload so ******** fast.





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