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Ideas To Balance The Game With Clans


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#21 kuangmk11

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Posted 14 December 2013 - 11:55 AM

View PostMcBond, on 13 December 2013 - 05:41 PM, said:

I don't think the clan mechs should be balanced. They're not supposed to be.

Lights are not "supposed" to be able to 1v1 an assault and win either, but things get lost in translation to a real-time. When everybody gets only 1 life they have to be balanced.

#22 Joseph Mallan

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Posted 14 December 2013 - 12:01 PM

View Postkuangmk11, on 14 December 2013 - 11:55 AM, said:

Lights are not "supposed" to be able to 1v1 an assault and win either, but things get lost in translation to a real-time. When everybody gets only 1 life they have to be balanced.

Says who? The speed of the Mech and the eye hand reflex of the pilot should give a light a chance of killing an Assault.

#23 kuangmk11

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Posted 14 December 2013 - 12:10 PM

View PostJoseph Mallan, on 14 December 2013 - 12:01 PM, said:

Says who? The speed of the Mech and the eye hand reflex of the pilot should give a light a chance of killing an Assault.

The same thing that says clans are more powerful than IS, the rulebooks.

#24 Lyoto Machida

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Posted 14 December 2013 - 02:33 PM

View Postkuangmk11, on 14 December 2013 - 12:10 PM, said:

The same thing that says clans are more powerful than IS, the rulebooks.


It's like real life...the same reason they have weight classes in combat sports.

#25 Ground Pounder

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Posted 14 December 2013 - 02:57 PM

Possible balancing effects...

Maximum armor value reduced in comparison to the IS Chassis of the same weight (Clans notoriously under armor thier designs)

Implement repair costs to mechs and have clan tech, XL engines, Ferro, Endo steel, Double heatsinks and Electronic Warfare (basically any nonstandard, uncommon tech) have an increased repair cost.

Only allow Clan Tech in the Skirmish/Community warfare settings and not PUBs

add in a clan MM feature that will pit standard IS teams vs clan teams in a 12 V 10 (3 lances vs 2 stars) style battle.

just for starters...

The problem here is, that Clan tech is superior to IS tech in pretty much every way...Period

There is nothing for it and other than nerfing Clan Tech to the point of simply being equivalent IS tech with a clan tag on it, its going to be more than tricky to pull off.

Who knows what the real answer is...This game need alot of work on the things we already have and adding new mechs, with an entirely new tech standard is simply heaping more chaos into the pile. We will see what happens...

#26 SirLANsalot

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Posted 14 December 2013 - 03:20 PM

Since some ***** mod locked my thread so it wouldn't be lost in this one.....

So PGI has stated that the clan weapons will not be what they are in BT, they will be close, but not straight up value to value. From a balance perspective this makes sense to do, but in the spirit of the clan weps, they were made to obsolete IS tech. Now I am not saying that they shouldn't balance them, there are ways to do it without completely neutering them.

For example Damage.

The Clan PPC. Sarna states it should do 15 damage a shot its 6 tons and takes 2 crits, is also the same range as the IS ER PPC. Now having all of that alone would be completely OP, I mean 15 damage a shot, wow. In BT/TT that damage is fine, because your relying on dice rolls to land a shot. However here, its your own hand eye coordination that dictate if you hit or not.

So what possible changes can be done to still make the clans "strong" but not "op"? Well for this case, with the Clan PPC you keep the tonnage/size savings that is inherent to clan weapons, but you change its damage to 10 instead of 15. This still makes the Clan PPC stronger in the sense that its lighter and takes less space, but it doesn't completely irreverent the IS versions.

This same thing can be applied to almost all of the Clan weapons, just tweak the damage numbers to keep them in line with IS variations. The Tonnage and Crit savings ALONE are enough of a change to keep the Clan Weapons unique. If some of the clan weapons are colder then the IS one, then just heat them up to IS levels, because (again) that tonnage and crit savings will be more then enough of a change.

TL:DR Keep the Tonnage and Crit Savings, but change the damage and heat as needed.



To address Clan only weapons? Well since the UAC weapons are the same damage as there IS counterparts, but with the ability to double tap, I see no need to change those weapons around at all. Only thing I can think of that would balance them, would be to up there jam chance (on a scaling level low % base but with a high multiplier) OR increase there jam time.
Note: I know the IS gets UAC20's later on of there own kind short of the tonnage and crit changes there is no real reason to change the jam chance or jam time from the clan one.




Cross tech. initially I don't think there will be, it would change the game far too much unless Community Warfare can restrict (via ranks and cbill expense) the access to clan weapons for IS mechs. However the IS dose get them eventually (2 years) and they are prevalent enough around the IS by the time the clans come back. So (this is for you BT hardnuts out there) there WILL be cross tech, its in the lore even that the IS gets there hands on clan weapons and mechs. So it WILL happen, whether you like it or not.














Edit: As for the Omni Mechs. I would say allow Armor value changes, and Eng Rating changes but you cannot change WHAT armor types or eng types you have. Since Customization is KEY in this game, and I know Omni mechs are not "supposed" to be very configurable outside of there weapons, it will be needed.
So you wont be able to change out that its a Clan XL eng, but you would be able to change its rating (thus making it lighter). Also we know that Ferro Fib armor messes with the Tonnages already, and you get these odd .32 tonnage numbers, so you need to add or remove some armor to get nice EVEN numbers. You wont be able to remove the Ferro nor Endo, but clan versions of thses things take half of the crit spaces then IS ones. That and Clan XL eng takes only 2 crits in each torso, so its not that big of a loss in crit spaces then most people will be thinking. This is why Clan weapons are lighter and less crits, because from a rules perspective, your losing 18 crits (14 for Endo and Ferro +4 for the two crits in each torso for the eng).

#27 verybad

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Posted 14 December 2013 - 03:20 PM

View PostLykaon, on 14 December 2013 - 10:50 AM, said:

I have considered a few ideas but a friend suggested a form of enforced Zelbriggen.

The clans fight one vs one each mech picks a target and sticks to it.

A mechanic that rewarded this play style could be what we need.

An example would be...

A Timberwolf pilot draws a bead on a JAgermech and fires landing a hit.The Jagermech is now locked on by the Timberwolf's HUD displayed in a double bracket as the zelbriggen target of the Timberwolf.All other clan players see the Jaeger as locked on thier HUDs by having the Jagermech bracketed in a different color than available targets.

Any clan mech that fires on target that is locked by another clan player recieves no reward (C-bill or XP) for any damage done to this target.Killing another clan players Zelbriggen target has a penalty just like a team kill.

Combining this mechanic with a repair and rearm mechanic could reign in some of the clan's potencey by reducing clan focus fire ability.


All well and good, but the people with the most clan mechs will also have plenty of money and don't need the Cbills. It would work if Cbills were the only way of getting stuff, but this system would only punish people that were grinding more, and preplanned groups likely less...

#28 Ground Pounder

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Posted 14 December 2013 - 03:24 PM

View PostJoseph Mallan, on 14 December 2013 - 12:01 PM, said:

Says who? The speed of the Mech and the eye hand reflex of the pilot should give a light a chance of killing an Assault.


A chance is one thing (your chance should be based on skill)...but in this game right now, the way you combat an assault is with a light...Hit detection, speed shields, and unrealistic builds (in Mechwarrior/Battletech universe terms) all equate to light mechs being Assault and Slow Heavy mech hunters.

This game took away the heavier mechs main defenses against lighter mechs when they get close...Knockdown and rear facing/slinging your arm to the rear weapons...Add knockdown/weapons damage knockdown back in at least...where a light mech can't simply stand between an assaults legs and shoot him to death...This isn't a skill tactic..its simply taking advantage of a game mechanic.

#29 verybad

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Posted 14 December 2013 - 03:27 PM

I think that Clan LRMs should lose their indirect fire capability, or be poorer at it, the clans always thought indirect fire was dishonorable, so perhaps make LRMs have a lower fire angle, and take longer for indirect fire locks.





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