Clan Technology - A Design Perspective - Feedback
#1041
Posted 17 December 2013 - 08:05 PM
Regarding the sale of Clan Mechs soooo far in advance?!?! Especially while also admitting their balance has not been finalized?? There is more going on here. I say you're scrambling for money you either need or want... there's really no other explanation... it's 6 months out. wtf? And where's the story or suspense regarding the Clan invasion? In one day Clan mechs will be all over every battlefield (assuming enough people buy into it). It just feels wrong.
#1042
Posted 17 December 2013 - 08:20 PM
People would keep separate clan and IS profiles, using different currency (honor points?).
#1043
Posted 17 December 2013 - 08:24 PM
K Storm, on 17 December 2013 - 08:05 PM, said:
Regarding the sale of Clan Mechs soooo far in advance?!?! Especially while also admitting their balance has not been finalized?? There is more going on here. I say you're scrambling for money you either need or want... there's really no other explanation... it's 6 months out. wtf? And where's the story or suspense regarding the Clan invasion? In one day Clan mechs will be all over every battlefield (assuming enough people buy into it). It just feels wrong.
1. Mech and Tech do not determine outcome in a fight, only the pilot.
2. It cost's money to keep servers running and development going. There exists a lot of competition out there already and bear in mind it is 3 years old now. Players with no loyalty to the series will simply get the next fad. I am buying the entire clan package, soon.
~Clan Wolf.
#1044
Posted 17 December 2013 - 08:29 PM
The Decreasing or increasing the weight on anything is going to play havoc on both the players and design team I feel. Good luck but I do have a possible solution. Since you are planning on switching out A for B arms or shoulders etc... maybe you can make those A and B parts have set weapons... LRM 20 for example. If mounted permanent in an omni slot make it 5 tons... however if you add an LRM 20 to this A or B part make it weigh more. Can stand to reason that if you add it to something it weighs more but if you SET it in a slot or A/B part of a omni mech it remains 5 tons.
Just a possibility. And again, good luck.
#1045
Posted 17 December 2013 - 08:34 PM
This game has to stop deviating from Battletech and start delivering on all the so called promised features we are all still waiting for.
Stop trying to balance Clan vs Inner Sphere - introduce Battle Values.
Until some major changes are done to this game - I don't see myself returning anytime soon nor would I spend anymore cash on what has clearly become a money grab.
Edited by darkchylde, 17 December 2013 - 08:35 PM.
#1046
Posted 17 December 2013 - 08:38 PM
By now you all probably have already got the respond from the community about what they think of the Clan Bundle Pack so i
would not tire you with more on what went wrong.
i don't believe the balancing you were talking about would be working for many reason ( lore, player playing style, and IF and
why they brought the Clan Pack for the prices.... if they only getting IS 1.5. Ect...)
I do believe there is a simple fix to this through that is to give a tonnage and number % so that more Clan tech and mech on
one team the less mech they have. ( i assume PGI will redo the match system, which should be easily than balance all the
mech and weapon)
all other thing you need to do is the change back the IS PPC minimal range back to 0 and Lower ERPPC Ghost heat as the
Clan is the Balance for the IS PPC AND ERPPC no need to change the IS AC type as well, that way every one would be
mostly happy. which should be Pretty GOOD.
Less anger and more happense for all. IS have the numbers and Clan Mech have the SKILLS (i think they would, after all is
lot C-bill and They would Play a lot more than Other IS mech)
this should be the most customer friendly Solution for PGI .
#1047
Posted 17 December 2013 - 08:43 PM
I have no problems with the methods of balancing. Yes, give the Clan mechs better weapons but take away their ability to customise engines/armor/equipment. I assume this means NO IS mechs can equip clan weapons, because that would make IS mechs OP as hell.
I like the idea about longer burn times for Clan lasers and curved damage scaling for LRMs. In fact, a lot of other weapons can be balanced using a curved graph. I never understood why the damage scaling has to be linear.
#1048
Posted 17 December 2013 - 08:48 PM
So instead of nerfing the clan mechs (and I don't care how you juggle numbers, that is what you're doing) How about limiting the number of clan mechs that can que at a time. Like 6 vs 12 or 4 vs 12. When it comes to community warfare, the same thing would go. Only so many clan mechs per planet/mission. Slower progression tree for clan mechs would be a good idea as well.
Just a thought from regular everyday gamer.
#1049
Posted 17 December 2013 - 08:55 PM
knightsljx, on 17 December 2013 - 08:43 PM, said:
I have no problems with the methods of balancing. Yes, give the Clan mechs better weapons but take away their ability to customise engines/armor/equipment. I assume this means NO IS mechs can equip clan weapons, because that would make IS mechs OP as hell.
I like the idea about longer burn times for Clan lasers and curved damage scaling for LRMs. In fact, a lot of other weapons can be balanced using a curved graph. I never understood why the damage scaling has to be linear.
i still think the making the the Clan out number base on the side with number of tech and tonnage woulld be the best soultion
knightslijx. what you suggest make sense, but would bring same problem as all of other nef and OP patch, IS would cry OP
and Clan would cry nef too much.
i like you idea cujo4x by the way
good day to you two.
#1050
Posted 17 December 2013 - 08:57 PM
-Just a suggestion
#1051
Posted 17 December 2013 - 09:21 PM
IMO, to hell with canon and TT rules. Some people will **** bricks for just hearing that, but there's a game for them. It's called Battletech and you play it on a table
Can I stomp around and blow up mechs? Yes? Consider me pleased
Edited by cSand, 17 December 2013 - 09:49 PM.
#1052
Posted 17 December 2013 - 09:24 PM
Ronin
#1053
Posted 17 December 2013 - 10:55 PM
Alaric Hasek, on 17 December 2013 - 07:45 PM, said:
The only way to encourage people to play IS 'mechs is to allow IS 'mechs to buy certain types of Clan equipment or to make Clan 'mechs horribly crippled in some way, but that seems unlikely to please people who paid $250 or more.
Actually, there might be another - Clan 'mech armor values being very light compared to an IS 'mech of the same weight. That may well turn the tide as well.
I don't know. The cynic in me thinks this a play for a bunch of funds before the project wraps up.
this right here is THE most common fallacy in gaming. ask WHY clans are so favoured, it's not even opness. it's WINNING!
OPness doesn't get you anywhere if you're losing 50% of the time, that can be done easily via being outnumbered.
seriously do you want balancing to be done with examples like this;
Balancing – Raw Numbers
The key elements that make Clan Tech overpowered include size reductions, tonnage reductions, range increases and damage increases over similar Inner Sphere weapons. The best way to discuss this is to look at some examples.
e.g. 1 – ER Large Laser
Inner Sphere Tech:
Heat: 12
Damage: 8
Range: 570m
Tons: 5
Crit(Slots): 2
Clan Tech:
Heat: 12
Damage: 10
Range: 750m
Tons: 4
Crit(Slots): 1
It is very easy to see how the Clan version of the ER Large Laser is significantly more advantageous than the Inner Sphere equivalent. The Clan ER Large Laser does 2 more damage, has 180m more range, weighs 1 ton less and takes up half the amount of space while maintaining the same amount of heat generation.
when we all know the MWO stats are like THIS;
Balancing – Raw Numbers
The key elements that make Clan Tech overpowered include size reductions, tonnage reductions, range increases and damage increases over similar Inner Sphere weapons. The best way to discuss this is to look at some examples.
e.g. 1 – ER Large Laser
Inner Sphere Tech:
Heat: 12
Damage: 8
Range: 570m
Tons: 5
Crit(Slots): 2
Clan Tech:
Heat: 12
Damage: 10
Range: 750m
Tons: 4
Crit(Slots): 1
e.g. 1 – ER Large Laser USED IN MWO
Inner Sphere Tech:
Heat: 8.5
Damage: 9
Range: 675-1350m
Tons: 5
Crit(Slots): 2
paul: yes i know about my game and how to bring clan equipment down to... oh wait if i brought it down a fraction it might already be like our own weapon system..... er.....
#1054
Posted 17 December 2013 - 10:56 PM
#1055
Posted 17 December 2013 - 11:02 PM
Njal, on 14 December 2013 - 02:15 PM, said:
This one is with good idea for me.
#1056
Posted 17 December 2013 - 11:17 PM
Knightcrawler, on 17 December 2013 - 10:56 PM, said:
Why not? Matchmaker already does this so everyone should have plenty of experience on both sides of the coin.
#1057
Posted 17 December 2013 - 11:38 PM
Smart Bomb, on 17 December 2013 - 11:17 PM, said:
Why not? Matchmaker already does this so everyone should have plenty of experience on both sides of the coin.
i'm thinking 8clanvs16 IS would be perfect and dropship mode 24-48vs 12 clans would be such a fun game! do we do fun games around here?
#1058
Posted 17 December 2013 - 11:45 PM
GalaxyBluestar, on 17 December 2013 - 11:38 PM, said:
i'm thinking 8clanvs16 IS would be perfect and dropship mode 24-48vs 12 clans would be such a fun game! do we do fun games around here?
More fun than rolling a dice to decide whether or not matchmaker gives you 12v12, 11v12, or 10v12 with current IS mechs.
#1059
Posted 17 December 2013 - 11:46 PM
PGI, you release CW, you get my money and that is a fact.
#1060
Posted 17 December 2013 - 11:54 PM
Edited by 30ft SMURF, 17 December 2013 - 11:55 PM.
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