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Clan Technology - A Design Perspective - Feedback


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#141 Carrioncrows

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Posted 14 December 2013 - 03:53 PM

If you are not willing to rewrite the entire CLAN TRO from the base up then it will always be a Arms Race. Everyone agree's Clan tech is overpowered.

Yes you said this your version of Mechwarrior. OWN IT.

Make extreme changes, change the entire TRO, rebuild all of the Clan tech into something that is more balanced and fair for YOUR Mechwarrior game.

From the examples and changes I've seen here it is a feeble attempt and fixing what is wrong with clan vs IS tech and the only way to do that is completely rewrite clan tech.

So do it. And once you do, defend your decision and stick to it by saying it's your "Interpretation"

You have the prefect chance, don't miss it.

Edited by Carrioncrows, 14 December 2013 - 03:55 PM.


#142 MisterPlanetarian

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Posted 14 December 2013 - 03:53 PM

Tabletop balance works, it means omnimechs just wont be spammed to fit the tonnage. Not every mech will be able to mount dual UAC20 and reach 80kph, deal with it.

#143 venomman2

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Posted 14 December 2013 - 03:54 PM

After reading through the OP as well as the feedback, I'm going to give this a +1 with a +10 contingent on delivery.

I think the proposed changes are acceptable and I'm particularly fond of the "ripple-fire" mechanic for SSRMs. In fact, I wouldn't mind seeing LRMs operate in a similar fashion if it meant we could keep the 0m minimum range. This same mentality could even be applied to autocannons, where IS ACs provide solid, single point damage and Clan ACs use burst fire mechanics. It certainly requires more skill to land 4 5-damage rounds in a second than 1 20-damage round.

#144 Nehkrosis

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Posted 14 December 2013 - 03:54 PM

So much impotent rage.


I see no real issue with these developments.

An increase to Heat, adding longer beam duration. keeping the damage, then nerfing the large range, is pretty sound.

In regards to the Missiles, i would say either increase Missile Reloading time between shots, or Massively increase Heat.
(holds for both Streaks and Lrms)

I am not sure where you guys at PGI want to go with Ballistics, but again, Faith.

#145 Aim64C

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Posted 14 December 2013 - 03:54 PM

View PostNoakei Siegel, on 14 December 2013 - 03:48 PM, said:

On a second thought I have some feeedback: LET SOMEONE ELSE DEVELOP THE GAME !!!!


http://mwomercs.com/...olution-to-mwo/

The community has proven that it has the resources to fund a game and its development. The problem is that we simply need to liberate the rights to do so. Perhaps "MechWarrior" will be locked up tight - but we can explore using "Battletech" and other expressions.

I'm sure there are plenty of people within the community that have the trade knowledge and skills to make development happen - and we could certainly put together the resources to pay them at least part-time for their efforts (or, I'd rather do a system of contracted services... contract the development of a mech model and animation to be paid upon delivery with a contract expiration of 18 - 24 months, or something - allowing us to re-assign the contract but give someone the ability to work within their own schedule).

#146 Degalus

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Posted 14 December 2013 - 03:55 PM

Sounds good to me. Not OP and not too weak.
Laser with more burningtime is a nice idea to reduce the Clanalphashooting abuse.
Volley streaks are maybe need a little getting used to but i think its stilll powerfull. 3xssrm2 = 6 missle simultaneously 3xssrm6 = 6 missle simultaneously x3. I can live with that.
And the minimum range dmg reduction like the old ppcs is also not a bad idea.
Sure its a Nerfhammer for Clans but he hit not so hard as i thought.
The Modularsystem for the Omnimechs sounds nice but i hope i can buy the Config arms and co seperate from the whole mech ... dont want to buy a whole mech twice only to get his arm for the other one to.
I think i can work with that ^^
Thx for the Info, my 240$ are not wasted. :(

For all hater... this is just my feedback to PGI about the Clantech and just my opinion, no need to flame.

#147 Locan Ravok

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Posted 14 December 2013 - 03:55 PM

I would prefer that clans would be balanced by metagame means: Like 12 IS vs 5 clans, or battle value.

The clans weapons nerf was expected. I actually think it is a good way to adress it, but the fine tunning will be pain.

The onmi design I did not like, unless you did not need to buy variants to improve your skill level.


But I will not buy the package, This game still lacks meat for me to put more money on it.

#148 Finestaut

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Posted 14 December 2013 - 03:56 PM

Swappable poddy bits sounds awesome, clever, and exciting. I like it very much.

Tweaking weapons to have different flavor in this way sounds fair, balanced, and interesting. I like it very much.

Upping the tonnage on weapons that are flat out too good sounds risky, scary, and like a very bad idea. I am apprehensive.

Locking clan 'mechs to the stock TT engines sounds short sighted, dangerous, and like the worstest of worst ideas. When the first stock-engined kit fox walks out into the battlefield, up-engined Jenners everywhere will be licking their lips in anticipation. Please consider very carefully the impact on clan players if they're not given viable light 'mechs.

#149 Mead

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Posted 14 December 2013 - 03:57 PM

View PostCarrioncrows, on 14 December 2013 - 03:53 PM, said:

If you are not willing to rewrite the entire CLAN TRO from the base up then it will always be a Arms Race. Everyone agree's Clan tech is overpowered.

Yes you said this your version of Mechwarrior. OWN IT.

Make extreme changes, change the entire TRO, rebuild all of the Clan tech into something that is more balanced and fair for YOUR Mechwarrior game.

From the examples and changes I've seen here it is a feeble attempt and fixing what is wrong with clan vs IS tech and the only way to do that is completely rewrite clan tech.

So do it. And once you do, defend your decision and stick to it by saying it's your "Interpretation"

You have the prefect chance, don't miss it.

As much as I hate seeing Battletech adulterated, I have to agree. Either have the balls to make this game truly your own, or set it down and walk away and let someone else do it. Either way, please stop urinating on it.

#150 verybad

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Posted 14 December 2013 - 03:58 PM

Most of the suggestions look good to me, however the TONNAGE should not be changed for any weapon.

For Clan LRMs, give them a lower angle so they are crappy at indirect fire (clans didn't use indirect fire because it was dishonorable.

For Clan Streams give CS4s and CS6s a longer lock on time but the same time to lose lock

For the E Lasers, that makes sense

for CERPPCs, give them a bit mroe heat, and nastier ghost heat (ie make firing more than 1 start ghost heat instead of 2) Leave them with the same damage.

Clan SRMs (regular) longer loading time (they got to lose tonnage somehow) perhaps 1.5 times loading time.

Clan UACs
CUAC-2,CUAC-5 slightly slower reload than IS ones would be
CUAC-10 bit higher jamming potential high ghost heat
CUAC-20 nasty jamming potential, high ghost heat.l

CLBXs Doesn't matter, maybe a bit slower than IS LBX-10

Clan Pulse lasers
Well first they have to make IS pulse lasers worth something (I suggest half fire time for IS pulse, more tamage and more fire time for clan Pulse lasers.

Targeting Computer. This is on the Masakari Prime and the Puma Prime...Perhaps a 3rd zoom (entire screen, not like the module?) OR a NEW view mode similiar to early night vision and heat vision combined?(eg outlining targets?) Probably wouldn't be nearly as nasty ingame as it is in TT.

I'm in favor of most of their ideas, but certainly NOT weight changes for weapons or stuff, just make them fit the game, but don't kill canon designs.

Edited by verybad, 14 December 2013 - 04:00 PM.


#151 Bartholomew bartholomew

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Posted 14 December 2013 - 03:58 PM

From what i read that means the inner shpere are more customizable and better at brawling. since you cannot upgrade engines and everything will be hotter. So about the only thing you can do is put in LOTS of heat sinks and try to keep away from every other mech. Because up close you are dead.

Boy, the clans are going to hate forest colony and river city. You can shoot across those with inner sphere weapons.

#152 MisterFiveSeven

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Posted 14 December 2013 - 03:59 PM

While there is a lot of info in this post, you haven't clarified one thing:

When does this game become more than a team deathmatch stompy robot sim?

Kinda shying away from that one, aren't ya? (BUY MOAR MECHS)

Edit:: Swapping parts is good. Locked engines is good. Everything else... let me know how that works out for you. I have faith that you will do whatever pleases you regardless of the consequences or alternatives. In fact, in a morbid, depressing kind of way, I admire your stubborn, bull-headed plow through my most beloved IP.

Edited by MisterFiveSeven, 14 December 2013 - 04:22 PM.


#153 Banshee Bullet

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Posted 14 December 2013 - 04:00 PM

OK PGI, I have a question for you.

If I make a Kickstarter project that accepted donations with the goal of purchasing the rights to the BT IP from you, what should I make the target amount? How much will it ACTUALLY cost to buy this IP? I'm asking seriously here. I bet I can get a fan-made game that will be amazing, just look at MW:LL.
At the very least by making the IP available to anyone who will invest any amount, we'll see tons of low-end games and hopefully a gem worth polishing into the epic mechwarrior game we're all still waiting for.

So... how much?

#154 Carl Wrede

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Posted 14 December 2013 - 04:02 PM

Well, this is at least some info. But we still lack info on when and how we can/can not use clanmechs. Will we be able to use clantech and mechs as inner sphere mechwarriors or will its use be restricted to possible clan factions coming later?

#155 FromHell2k

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Posted 14 December 2013 - 04:02 PM

My feelings after reading:

Posted Image

#156 Victor Morson

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Posted 14 December 2013 - 04:04 PM

View PostXenroth, on 14 December 2013 - 02:58 PM, said:

Sorry Paul, but once again I ask myself if you actually play your own game you are balancing.

...

You try to balance the stuff with ghostheat and damage, while its all about critslots and tonnage.


I don't know, he was pretty busy playing Tetris at the launch party.

Edited by Victor Morson, 14 December 2013 - 04:05 PM.


#157 Livewyr

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Posted 14 December 2013 - 04:06 PM

View PostKhanHeir, on 14 December 2013 - 02:37 PM, said:



Oh yes the stagger fire is totally fine, we'll just load up our Streak 90 cats and melt you to death while focusing fire and jumping as hard as we can.


DO NOT LISTEN TO THIS FOOL.


Okay..

So what's your suggestion?

(FYI, I have personal SOP where when *I* disagree with someone's suggestion.. *I* have something better to offer...useless whiners, especially those who insult other people, are wastes of space.)

Edited by Livewyr, 14 December 2013 - 04:07 PM.


#158 Jonas

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Posted 14 December 2013 - 04:06 PM

I have mixed feeling about this. I like the look's of the Omni's the cost is way out of line. But I assume the cost is a reflection of how much they are short on what they need to finish the game. I do like how they locked the Omni's engine and IS/armor type but I still feel a Omni Mech should have all slots open and you can add what ever type weapon, sensor, jump jet, or heat sinks as you want ( not to mix and match HS but doubles go with doubles and singles go with singles ) As for weapons ranges and damage I think they should keep closer to the TT rules and no ghost heat at all. the game it self is based on skill ( i am a not a good shot ) so having a weapon with X amount or extra range doesn't really help me but the extra damage does but still you got to keep the laser on target to do the damage and a good pilot will move out line of fire before your laser has its full damage done. On another note the Clans are supposed to kick IS *** for the first year I mean the victories the IS had was well few and far between and it was due to using the clans own tactics against them or having throwing more Mech and men at them. Before I lay my money down ( which I will ) I would like to see UI 2.0 and more of the CW in place I am not against spending money but I want more for my dollar than just my Favorite Clan Mechs.\


Questions I like answered

1. Will hybrid units be aloud ie: A shadowhawk running a all clan weapons.
2. How will the clan equipment be handled will there be a Black market place that sales salvaged Clan gear?
3. Are there plans to add NPC Clan for units to fight, I mean some people will RP a Clanner or a IS but lets be honest new comers wont really know what the Clans are other than they have better everything.

I have a lot more but if those get answered then I feel more at ease and more willing to spend the big bucks on stuff

#159 Nuclear Weapon

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Posted 14 December 2013 - 04:07 PM

View PostFromHell2k, on 14 December 2013 - 04:02 PM, said:

My feelings after reading:

Posted Image

Looks like someone has broken bones now :(

#160 Carrioncrows

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Posted 14 December 2013 - 04:08 PM

View PostMead, on 14 December 2013 - 03:57 PM, said:

As much as I hate seeing Battletech adulterated, I have to agree. Either have the balls to make this game truly your own, or set it down and walk away and let someone else do it. Either way, please stop urinating on it.


They have to, absolutely HAVE to rewrite it.

Trying to keep slots and tonnage weight and balance just from the other aspects is madness.

You'l end up with those Clan LRM20 launchers with like 8 heat and a 20 sec cycle time.
Clan ER Lasers with 5 sec beam duration's
ERPPC's that take 3 seconds to charge like gauss rifles.

And you know what, they will still be overpowered, because they can fit more of them.





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