You know why PGI have taken this route don’t you?
Because they can’t implement a select character screen with separate mechbays etc and split the player cues.
That’s why Clans are being brought down to IS levels. PGI are too incompetent to evolve their alpha system other than write a code to allow swapping hardpoints like weapons, meanwhile locking the rest of the mech lab fun away on each clan mech, the only time they’ll use TT is when their other breakaways from it screw the game up. Seriously Paul can’t form an argument for supierior clan erLLs when the MWO are not TT erLLs they are already buffed well passed TT values! Add master mech tree perks and possibly these “level” modules and the IS version will almost be a match for the clan one performance wise. And what’s the point of fitting more HS and weapons when GH will still reign in on the effectiveness. IS material is already buffed far beyond TT values so why nerf Clan TT stuff back down? Because PGI are tacking clans onto the IS mech lab and bonuses, it’s the laziest mess ever!
If PGI could have a character select on your account so that you could choose to access the game we already have with founders in the hanger and IS weapons and mechlab rules. Then you log out back to the character select and choose clans which leads to a different interface with only clan material in the bay and honour is the currency with bonus honour for taking on a single mech without any interference ie; you did 100% of the damage to the kill. And a different tech tree etc. build more powerfull mechs with the same amount of customising as IS ones reall omni pods but DON’T have any tech trees and only one module a mech. Clan prices will be doubled or more as it’s always been so that’s well and truly enough to work for. launch into a game where you’re 6 down constantly so you have figure how to take on two at a time and avoid being ganged up on {even blobs are no match if the opposite is a much bigger one}
by god the game’s immersive, functionality and gameplay prospects would skyrocket to such an unique and brilliantly tactical and interactive experience it would make up for everything 2013 did to screw the game up.
Until I see the current lazy approach change and see some commitment to the IP’s principles, the point of the franchise being clans vs IS and adding weight that community warfare will not just be the blue stiener bar is higher than the red Kurita bar well done stiener players, the better the chances that the mechwarrior brand will not be buried as a mediocre failier to entice anybody other than shoot on sight toddler players.
I would refuse to participate in the current vision because that’s not a MW game. This isn’t beta so why is the game not developing beyond this instant action sandbox mess? It should and those advocating to “adapt” to it are killing this game’s chance of survival.
to all the “to be commercially viable I want to play with my friends let me play as bowser holding hands with my friend Mario crowd” learn that FPS have sides and you can’t be on both because all successful FPS have the integrity of obeying their own IP universe. To suggest otherwise kills the whole point of having a goodie vs baddie IP. this was not advertised as world of mechs you can’t have factions and invasions of randoms. So start insisting that the development goes in the right direction rather than support PGI’s balance blundering to avoid developing the CW aspects any further than forever randoms TDM {scrap}. The great houses of the IS unite against the clans, the game started with the premise of CW being a year of IS infights to tweak the CW mechanics to work properly before letting the clans invade, hence the avatars and faction selection, still without clan pics but we take sales in advance for…. What ever they are. So just think for a moment where these plans take us…. STOP CONDONING LAZY “ADAPTION” DESIGNS WHICH DESTROYS THE WHOLE POINT IN THIS GAME’S EXSISTANCE AS IT BEING ADVERTISED!
Taemien, on 13 January 2014 - 03:08 PM, said:
As for the question about mixed teams being viable in 3051. Again this is MechWarrior, and its not uncommon to see tech jump the era a bit. I mean how did Smoke Jaguar have Striders, Sunders and Owenses on Tranquil in MW3, specifically in the amount that you had to face off in that campaign? I could see maybe a couple here or there, but they very prevalent in the beginning of the game. Tranquil wasn't exactly on the border of the Dracs.
if you’re going to site MW games of old please use MW2mercs which is the only one that shares MWO’s timeline. MW3-4 and the MC games was situated after the clans defeat by about 10 so years later from MWO timeline {hence no Uzeils and avatars, jenners before owens etc} and so everyone had mixed tech by then along with starleague gear, bombast lasers, heavy lasers and light gauss etc etc. MWO shouldn't have such things for years. MW3 starts off with you crashing from your IS invasion dropship into the final worlds of SJ territory where you come across second line mechs, no waste for IS chassis as per LORE which is why annihilators show up a lot alongside thors-summoners, the clans never waste anything and all this equipment was conquered and brought back to their home worlds, IS {scrap} kept behind the lines, second units as per LORE, {which is why MW2 had all the IIC varients for deep clan territory infighting missions} but the IS start to fight back and try catching them out in MW3's story line. That’s why more and more clan enemy mechs turn up in the later campaigns as they start to intercept you, listen to the mission briefing where radio intercepts keep indicating gathering clan forces intercepting you, that's why you're on the move so oftern. MW3 at least tries to folow the lore well, MWO looks like it doesn’t give a damn, IS mech lab and heat threasholds bare that out, stock chassis are dead chassis. you just look like a noob-franchise blasphemer trying to justify MWO having IS deploy all this clan material in this timeline, supporting the damnation lazy approach.