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Ideas To Balance The Game With Clans
#1
Posted 13 December 2013 - 05:36 PM
I though maybe the way to do this is to push the ELO up 30% when using a Clan mech.
What thoughts do you have?
Cheers!
Cybermastif
#2
Posted 13 December 2013 - 05:39 PM
#3
Posted 13 December 2013 - 05:41 PM
#6
Posted 13 December 2013 - 06:34 PM
#7
Posted 13 December 2013 - 06:36 PM
McBond, on 13 December 2013 - 05:41 PM, said:
The clans will be balanced, the devs have said they're not going the roflstomp route. People need to stop considering what things are "supposed" to be.
#9
Posted 14 December 2013 - 06:15 AM
So you can not just buy them, you have to PLAY for them.
#10
Posted 14 December 2013 - 06:52 AM
Chemistry Warden, on 13 December 2013 - 06:36 PM, said:
The clans will be balanced, the devs have said they're not going the roflstomp route. People need to stop considering what things are "supposed" to be.
No we shouldn't. If that were the case we would have thousands less posts on the forum. I want my Clan enemy to be as tough as hel to beat. Its why I went Lyran. There is no fun in winning against lesser enemies. But give me an uphill battle against a superior enemy... Drinking stories to tell for years to come.
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/happy.png)
#11
Posted 14 December 2013 - 10:50 AM
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.
Edited by Lykaon, 14 December 2013 - 10:50 AM.
#12
Posted 14 December 2013 - 10:59 AM
Joseph Mallan, on 14 December 2013 - 06:52 AM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/happy.png)
I want clan mechs to be superior. However - I want the matches to be balanced. Give us sneaky IS some armor & air support NPCs to balance the odds!
Clan: We will be at the battlefield with 12 mechs. You may bring 12 of your own to do battle - any more and we'll bombard the planet!
Inner Sphere: Okay - we'll only bring 12 mechs. *cough* and 8 tanks, 14 choppers, and 5 missile trucks *cough*
Clan: What was that?
Inner Sphere: Nothing - nothing at all - I'm just coming down with something.
Plus - it would finally give a reason for the command console - it lets you order around the NPCs.
#13
Posted 14 December 2013 - 11:04 AM
These nerfs just skirt the real problem which is the mechs are too weak. Clan Tech is the real deal and if MWO can't even handle the meager damage from Inner Sphere tech there is no way the Clans will be more than some flashy chassis. I don't understand how PGI can't know this if they played previous MechWarrior games, PvP or PvE.
#14
Posted 14 December 2013 - 11:08 AM
Charons Little Helper, on 14 December 2013 - 10:59 AM, said:
I want clan mechs to be superior. However - I want the matches to be balanced. Give us sneaky IS some armor & air support NPCs to balance the odds!
Clan: We will be at the battlefield with 12 mechs. You may bring 12 of your own to do battle - any more and we'll bombard the planet!
Inner Sphere: Okay - we'll only bring 12 mechs. *cough* and 8 tanks, 14 choppers, and 5 missile trucks *cough*
Clan: What was that?
Inner Sphere: Nothing - nothing at all - I'm just coming down with something.
Plus - it would finally give a reason for the command console - it lets you order around the NPCs.
Problem I see is that even if we 12v10 A Stormcrow is a match for an Atlas or Highlander. There is no way to "Match" Clans with Inner Sphere tech so It's going to come down to how sneaky us Spheroids can be!
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/happy.png)
And thats just the way I want it to be.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#15
Posted 14 December 2013 - 11:28 AM
They have my confidence that when these launch, if the game is still alive, they will be very well balanced and make for a very fun match.
#16
Posted 14 December 2013 - 11:30 AM
Blurry, on 14 December 2013 - 11:28 AM, said:
They have my confidence that when these launch, if the game is still alive, they will be very well balanced and make for a very fun match.
If by Balanced you mean they will be OP. I agree and totally look forward to figuring out how to beat the krap out of a OmniMech!
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wub.png)
#17
Posted 14 December 2013 - 11:47 AM
Lightfoot, on 14 December 2013 - 11:04 AM, said:
These nerfs just skirt the real problem which is the mechs are too weak. Clan Tech is the real deal and if MWO can't even handle the meager damage from Inner Sphere tech there is no way the Clans will be more than some flashy chassis. I don't understand how PGI can't know this if they played previous MechWarrior games, PvP or PvE.
I can tell you the real problem is an early design choice to port in table top game mechanics without also porting in the supporting mechanics to make it function.
MWo uses an identical mechanic for armoring a mech chassis.each body location has discreet armor values based on an internal structure value of the mech chassis.
Table top uses 2x structure value MWo uses 4x structure value to determine armor capacity.So a mech with 8 internal structure value on a limb would have a 16 armor cap for TT and a 32 armor cap for MWo.
Now the break down occurs when the supporting mechanics that make this armor system function for TT are missing in MWo.
TT uses seperate dice rolls to determine hits and then random hit locations to apply damage to the target.
Example: an Awesome fires 3 PPCs in a TT game at a target.Three seperate to hit rolls are made followed by individual random location rolls for each PPC that hits the target.
In MWo if you link all three weapons together you aim all as one shot with one trigger pull landing all three hits on the same body location.This causes the armor mechanics to fail since a mech's effective armor is not it's total armor but the total armor of a critical body location like the CT.
The solution to the problem you mentioned is in finding a way to circumvent this mechanics failure without compromising the simulation aspects of MWo.
#18
Posted 14 December 2013 - 11:50 AM
I just wish paul could balance the game with IS.
#19
Posted 14 December 2013 - 11:51 AM
Joseph Mallan, on 14 December 2013 - 11:30 AM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wub.png)
Oh Joe. In 6 months all you will see is Clan mechs in every battle, just like we did with Phoenix mechs when they were released. The game you and I envisioned will not be made. Doesn't look like there will be any attempt to use any of BT's lore. The 'Clan Invasion' will be fought with clan mechs on both sides.
#20
Posted 14 December 2013 - 11:53 AM
Davers, on 14 December 2013 - 11:51 AM, said:
I will be bringing my IS Mechs Until The time comes that I am going to Huntress with the 1st Prince.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
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