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Clan Technology - A Design Perspective - Feedback


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#1841 wanderer

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Posted 21 January 2014 - 10:00 AM

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Let me ask you this one. Why should I not be able to use a Catapult without gimping my team if I decide to play with my Clan buddies? Why shouldn't I be able to use a Thor when playing with my IS side? Thats the dillemma PGI wants to solve. And you know what? I support them on it. Why shouldn't a clanner who decides he just wants to use his AS7-DDC he's been playing with for the last year be allowed to do so? Why shouldn't I be able to use a Daishi to send the Dracs running when playing for House Davion?


Why shouldn't I be able to use an old German biplane and keep up with the guys in their ME-109s?

Ooh, I should be able to pull out my Abhrams tank and go shoot up the guys stuck with their WWII Panzer Mk1's! No changes, it'll be totes fair if the other 11 guys figure they should go with Summoners and just stick a Davion logo on it.

In the 3050's, the number of Omnimechs outside Clan control is virtually zero- Wolf's Dragoons is the closest to not-zero, and that's because they ARE a Clan unit. Even later, the number of Clan Omnimechs outside IS control is still near zero for decades, and only because of the occasional salvaged machine, maintained at immense cost for sheer rarity of parts. You want to use an IS machine as part of a Clan force? Be my guest,but for numerical purposes it's another Clanner, same as the high-tech rest only with garbage gear compared to your team. The reverse should not be allowed.

Making the Clan machines another flavor of vanilla 'Mech will simply cause many, many people to realize PGI's promises of an actual Clan vs IS game are so much vapor and introduce them to the no-pay, no-want group. Like me. I payed to help found MWO. I payed for good IS chassis that gave me the feel of oldschool machines. I won't pay for Clan-in-name-only and I'll laugh at the ones that do, as they realize PGI just sold them reskinned, slightly modded IS designs instead.

#1842 Archmage105xx

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Posted 21 January 2014 - 11:43 AM

The Idea of Blighty is just the one we need here :ph34r:

Using a "One-Pilot-System", they need to shift a bit so you can use both "sets of mechs" without penalty for the other side.
Like today i feel like beeing bet up by some clanner in my IS Locust thats fine.
Tomorrow i want my Daishi to trash those "wanna be Atlas DDC".
But that should neither reduce my loyalty to the team i played for with my Locust nor my Clan-Reputation.

So the Equiment-Section should be split up into Clan and IS.
There is no need to have an Atlas running around with Clan UAC20.
And no need to put a IS-XL Engine into a Clanmech.



But if you want to have your IS using Clan Tech, build up a second Char in the game (yet to be implemented).
Your MECHANIC! (or add a Mechanic skill like an RPG improving on GXP)
He is the one that repairs your Mech. He is the one that makes sure your AC-20 wont get jammed when u need it the most because you couldnt afford a new one after the old one got a critical hit.
So let repairs be free or for C-Bills. Choice of players when the match ends.
C-Bills improve your Mechanic, free doesnt.
If your Mechanic is good enough you may have a chance to use that Clan ER PPC that you just received cause you destroyed the clanners Torso and didnt hit his arm before.
Once installed those weapons can not be removed without risk of damage and if destroyed wont be simply replaced. That would keep IS fairly IS but give them a chance to use Clan-Tech as well.

but i think
16vs10
12vs10
12vs12
would be better options. (that is if their servers can fit with 4 more active players)

Or put something unexpected into the game.
always 12vs12
For every Clan-Mech on either side there will be HIDDEN MG/SL-Infantry or (S)SRM-Elemental for the other side which only fires on enemy Mechs when they pass by. And might be spotted that time to be destroyed, But not counting for the Kill-All-Ascpects. Maybe even a Minefield or things like that. (Still wondering why an "Assault/Defend that Target/Place/Area" aint implemented)

Maybe even offer "House-mercenary Contracts for IS"
Offering like 50% (20-80%) Salvage
Repairs for (maybe) free (50-100% covered by the House you work for)
Upon fullfillment a Bonus in C-Bills once you finished x-Battles or killed y-Clanners

Or a permanent Contract for "pure House-Units"
Free Repairs forever
15-25% of Salvage
Bonus C-Bills for kills
Building up Reputation for the Unit your in when u fight. (and even more if you win)
That Reputation may allow your Unit to buy the rare "Lost Tech"


Clanners wont get those bonus!
They will work on a pure "Honor-System" allowing them to slowly receive diffrent Omni-Mech-Parts or to unlock other weapons and moduls they couldnt use yet until they are free to put anything into the Mech they want as long as it fits...

(btw. curious about the only 7 crits for FF and ES while FF is even more efficient :D )




Besides (wishes?!?), add that simple feature you had at BT all the time. Mechs that have Handactuators can pick up trees (one hit i think) or shot of limbs (multiple hits) to do close combat. Nice for Assaults to defend against lights :rolleyes:

Close combat is not implemented at all. So i am thinking about that Hatchetman without a hatchet.... Those tactics one used to use a 80t Jumper to land a well placed jump on a Locust just to see its smoldering rest crippled below your feet. But thats something they might want to implement soon when Clans come on. Ok that jumping will be kinda impossible but at least those Meele weapons? Check Solaris Rules for Ideas :D

Edited by Archmage105xx, 21 January 2014 - 11:51 AM.


#1843 Taemien

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Posted 21 January 2014 - 01:56 PM

View Postwanderer, on 21 January 2014 - 10:00 AM, said:

Why shouldn't I be able to use an old German biplane and keep up with the guys in their ME-109s?

Ooh, I should be able to pull out my Abhrams tank and go shoot up the guys stuck with their WWII Panzer Mk1's! No changes, it'll be totes fair if the other 11 guys figure they should go with Summoners and just stick a Davion logo on it.


I don't think your analogy works here. I've seen in TT a Raven 3L (stock) rip apart an Uller A and a Dasher Prime.

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In the 3050's, the number of Omnimechs outside Clan control is virtually zero- Wolf's Dragoons is the closest to not-zero, and that's because they ARE a Clan unit. Even later, the number of Clan Omnimechs outside IS control is still near zero for decades, and only because of the occasional salvaged machine, maintained at immense cost for sheer rarity of parts. You want to use an IS machine as part of a Clan force? Be my guest,but for numerical purposes it's another Clanner, same as the high-tech rest only with garbage gear compared to your team. The reverse should not be allowed.


Why not be allowed? They'll be balanced so one mech equals one mech whether its Clan or IS. Lore? We're already breaking lore by using configurations on our mechs that would make Comstar and WoB jealous, on a mass scale. But you know what? It doesn't matter and here's why:

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Everything BattleTech that exists in print is a potential tool, not a potential obstacle. The gamemaster must decide which elements to use and which to ignore. While a considerable effort is made to ensure that each publication meshes with others, a gamemaster may decide he wants to ignore certain publications and aspects of BattleTech.


That is quoted straight from BattleTech: A Time of War. Meaning that PGI can, should, and probably will make changes in the lore in order to make the game work. All of the MechWarrior games prior to this one did this in some way or another. This is how I see it. The OmniMechs exist. What difference does it make who owns them? Its like in MW3, there were a ton of DCMS omnimechs used by the Smoked Jags that were in Clan Homespace. There was little to explain why they were so far away from the OZ.. in THAT number (I could see a handfew, but there were alot more than that). You need an explaination? The Clans Invaded in 3050 (last year) and flubbed it this time around. Hence why FRR is a playable faction and not a remnant.

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Making the Clan machines another flavor of vanilla 'Mech will simply cause many, many people to realize PGI's promises of an actual Clan vs IS game are so much vapor and introduce them to the no-pay, no-want group. Like me. I payed to help found MWO. I payed for good IS chassis that gave me the feel of oldschool machines. I won't pay for Clan-in-name-only and I'll laugh at the ones that do, as they realize PGI just sold them reskinned, slightly modded IS designs instead.


So.. you want a Clan ER Laser to fire at the same duration and heat as a IS ER Large Laser, but do 11.25 (adjusted at the same rate as the TT, MWO LL does 9dmg not 8, and Clan in TT does 10 dmg) damage at longer range? Fires the same way in every which way possible as the regular ER Large Laser, but does 11.25 damage out to a longer range. And explain to me how that isn't another vanilla flavor of the IS version?

I mean it sounds like you jumped on the bandwagon, drank the koolaid, and just decided to hammer on PGI without reading the sort of changes they would actually make. So I'm going to put you on the spot. What would be a good Clan ER Large Laser for you? You can't copy the IS version in anyway possible.. oh no we can't have you making a vanilla flavor. And if you're just going to alter damage and range, don't even bother. Thats not even a flavor difference.

Shouldn't be too hard, only giving you one weapon to work with.

#1844 wanderer

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Posted 21 January 2014 - 05:34 PM

View PostTaemien, on 21 January 2014 - 01:56 PM, said:


I don't think your analogy works here. I've seen in TT a Raven 3L (stock) rip apart an Uller A and a Dasher Prime.



Why not be allowed? They'll be balanced so one mech equals one mech whether its Clan or IS. Lore? We're already breaking lore by using configurations on our mechs that would make Comstar and WoB jealous, on a mass scale. But you know what? It doesn't matter and here's why:



That is quoted straight from BattleTech: A Time of War. Meaning that PGI can, should, and probably will make changes in the lore in order to make the game work. All of the MechWarrior games prior to this one did this in some way or another. This is how I see it. The OmniMechs exist. What difference does it make who owns them? Its like in MW3, there were a ton of DCMS omnimechs used by the Smoked Jags that were in Clan Homespace. There was little to explain why they were so far away from the OZ.. in THAT number (I could see a handfew, but there were alot more than that). You need an explaination? The Clans Invaded in 3050 (last year) and flubbed it this time around. Hence why FRR is a playable faction and not a remnant.



So.. you want a Clan ER Laser to fire at the same duration and heat as a IS ER Large Laser, but do 11.25 (adjusted at the same rate as the TT, MWO LL does 9dmg not 8, and Clan in TT does 10 dmg) damage at longer range? Fires the same way in every which way possible as the regular ER Large Laser, but does 11.25 damage out to a longer range. And explain to me how that isn't another vanilla flavor of the IS version?

I mean it sounds like you jumped on the bandwagon, drank the koolaid, and just decided to hammer on PGI without reading the sort of changes they would actually make. So I'm going to put you on the spot. What would be a good Clan ER Large Laser for you? You can't copy the IS version in anyway possible.. oh no we can't have you making a vanilla flavor. And if you're just going to alter damage and range, don't even bother. Thats not even a flavor difference.

Shouldn't be too hard, only giving you one weapon to work with.


*golfclap* Actually, that's exactly what I want. A superior in range and damage Clan ER LL, scaled up as MWO buffed the IS version. You also forgot the 1 critical space instead of two and the 4-ton weight instead of 5. And the fact that I can fit 3 heat sinks where I only fit two elsewhere, giving me a better maximum heat limit and quicker dissipation of that heat to boot. Heck, I can even use those normally useless spaces in the legs! Ooh, and I get a targeting computer with the Adder Prime, which I'm sure will make those super-long-range guns even more fun. If it doesn't, I can just drop it for more heat sinks, since those aren't verboten to change on an Omnimech. Gotta keep the flamer for victory torchings, since we can't teabag your giant robots and it's hardmounted.

In fact, it'll be better than an IS ER LL in every bit save for heat- and Clan sinks mean I can fit more of them for better cooling of said lasers. That means I also have an effectively higher firing rate, since I can keep firing my ER LL longer, stronger, and better than yours. In other words, it will perform better than you slapping an ERLL on an IS machine, because it's Clan tech and centuries ahead of the barely-recovered 2750-era technology the IS dug back out of the pit of history.

What you're going to see instead is PGI nerfing the performance of the Clan ERLL to make it's advantages canceled out by anything they can think of to give it DISadvantages. Longer burn times to go with modestly better range. Heat and damage matching up with the IS version instead, since they can't mess with crit space or tonnage without screwing up the 'Mech, much like they once did with engines. It's been "buffed", after all.

That is, it'll be a CINO ER LL, not a C ER LL. Clan-in-name-only. If you make Clan 'Mechs "balance" with IS ones, the gear will be +1 on one end, -1 on another- sorta like the weapons modules they're experimenting with in UI 2.0, hardwired into the weapon stats. They will saddle them with whatever they can figure out to hobble the Clan advantages so they're really no longer advantages at all and ride them out in their shiny golden paint jobs to meet their IS adversaries in glorious balanced giant robot combat, a Clanner for every Inner Sphere player, a chicken in every pot, cars for all the garages.

And it will be a farce as the boogeymen of the Inner Sphere will get punked. You can't balance Clan for IS 1:1 without destroying the entire "Hi, I have a better tech level" concept completely. What you need is to balance Clantech against itself, then figure out how much IS tech level stuff it takes to match against THAT. I think the magic number is 5 Clan Mechs = 8 IS ones. That if you took 10 Kit Foxes and Adders against 16 Spiders and Jenners/Ravens, you'd have yourself a fair dinkum fight that could go either way. That a Star of Masakari against two lances of IS assaults would be a fair matchup. That two groups of Clan 'Mechs fighting each other on even numbers would be a significantly different experience from two groups of IS 'Mechs doing the same, given the same map and game.

That's what I want.

#1845 Taemien

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Posted 21 January 2014 - 10:43 PM

So you just wish to obsolete all the IS tech outright? How is that not boring? Why even bother adding the clans in that case? Why even start with IS mech in the first place?

Granted you can get the hard core IS players to play IS mechs, the PUGs would gravitate to the clan faction and sit there. Which I'm sure for all the clan fanbois, that would be a wonderful thing. They get to have their cake and eat it too. But then everyone will be like, why do I have all these IS mechs laying around? They'll have yet another reason to hate the man (PGI) for not allowing them to convert those mechs over.

The PUGs have always used clan tech in both MW3 and MW4. If they used an IS mech, it was to mount clan weapons on it. If we allow that, then yes, we can make the clan tech OP as hell because then it won't matter. But then we have the arms race they want to avoid. And I don't blame them, why have all these weapons here if they are just there to be sold when buying a mech? Why not simply convert them over to their clan equivalents when the Clan patch hits?

Or go with a asymmetrical balance that makes sense. Like MWLL. Funny you call it a farce, yet that mod probably got Crysis more sales than the base game did. They did fine with the idea of Harder hitting Longer range Clan weapons vs Heat efficient Higher DPS IS weapons.

5v8? If the Clan is a Premade, and IS is not a FULL premade, it would work.

Every other iteration means the Clan Team will get stomped. All the IS team has to do is send 2 mechs to the bases and cap them while the other 6 hold down the 5 Clanners. And if its Skirmish, just rush the Clan team.

See one thing you all fail to realize is that the IS mechs have 32pts per ton of armor just like the clan team does. AC/20s still do 20 damage, (UAC20 will probably jam a bit), and SRMs still do 2.5 dmg per missile. With that said, 8 mechs firing on 5, even if the 5 have longer range (mitigated by 70% of the maps), they will still drop and drop fast under concentrated fire. And each of those 5 mechs can still only ever engage one mech at a time. So if they focus fire they drop by 1 to 4, and IS goes to 7... its now almost 2v1 odds at that point. Clans then lose 2 and are 2v6 (assuming they got another IS mech). Next exchange finishes them off.

As I said only a full clan premade vs half IS PUGs could pull off a win through some sort of tactical organization. PUG vs PUG.. they are screwed.

But if the way PGI is making the Clans isn't up to what you wish.. then stick with IS. It'd be nice to outnumber the clanners for once. Not have leagues where FWL or LC/A is vacant and all that.

#1846 blighty

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Posted 22 January 2014 - 02:20 AM

View PostArchmage105xx, on 21 January 2014 - 11:43 AM, said:

The Idea of Blighty is just the one we need here :)



Thank-you!

I don't see why we can't keep the same name to begin with, until they introduce a real twin profile system. I've also thought that perhaps the highest tear of the clan honer system will be to earn a bloodname next to your name when playing as clan.

#1847 Nimura Nekogami

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Posted 22 January 2014 - 03:07 AM

View Postblighty, on 22 January 2014 - 02:20 AM, said:



Thank-you!

I don't see why we can't keep the same name to begin with, until they introduce a real twin profile system. I've also thought that perhaps the highest tear of the clan honer system will be to earn a bloodname next to your name when playing as clan.


This could be funny. :D
"UltraSk1ll3r -Kerensky-" (or my budy "Grayson Pryde -Pryde-") :lol:

Still dont think PGI is able to handle the claninvasion and dont got a real idia of how they want to implement them.
And there is an extremly high chance they f*** it up and p*** of parts of the community.
We will get Clan mechs in our 12 vs 12 games and thats it. They sell mech moddels and not the lore. They dont care for the IP.
(wouldnt be a problem if this game wouldnt be like BETA :ph34r: )

#1848 wanderer

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Posted 22 January 2014 - 05:27 AM

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So you just wish to obsolete all the IS tech outright? How is that not boring? Why even bother adding the clans in that case? Why even start with IS mech in the first place?

Granted you can get the hard core IS players to play IS mechs, the PUGs would gravitate to the clan faction and sit there. Which I'm sure for all the clan fanbois, that would be a wonderful thing. They get to have their cake and eat it too. But then everyone will be like, why do I have all these IS mechs laying around? They'll have yet another reason to hate the man (PGI) for not allowing them to convert those mechs over.


Why have zerglings when you can have nothing but mutalisks? Because high tech doesn't mean "best unit". If Clan units are numerically inferior while technologically superior (in firepower, but Clanners are as fragile as anyone else defensewise), it means that the effects of noobishness or other tactical/strategic failures in a Clan force are magnified.

That is, any given Clan player's actions have a greater impact on their team's success. IS team has two scouts that tag-team and shoot down a Clan scout in short order? That Clanner's mistake costs their team more than if the Clanner had instead ambushed and killed one of the scouts? The IS team is more likely to have redundancy (if each individual "part" is somewhat weaker) than the Clan one.

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The PUGs have always used clan tech in both MW3 and MW4. If they used an IS mech, it was to mount clan weapons on it. If we allow that, then yes, we can make the clan tech OP as hell because then it won't matter. But then we have the arms race they want to avoid. And I don't blame them, why have all these weapons here if they are just there to be sold when buying a mech? Why not simply convert them over to their clan equivalents when the Clan patch hits?

Or go with a asymmetrical balance that makes sense. Like MWLL. Funny you call it a farce, yet that mod probably got Crysis more sales than the base game did. They did fine with the idea of Harder hitting Longer range Clan weapons vs Heat efficient Higher DPS IS weapons.

5v8? If the Clan is a Premade, and IS is not a FULL premade, it would work.


It'd work even if they were all premades. Again, I'll use a StarCraft analogy- what you're saying is "one faction has more powerful individuals, so everyone will pick them even if the faction is balanced against other ones with less powerful but more numerous individuals."

Incidentally, by saying "If the IS is not a full premade" up there, you're making my point on the power of numerical superiority as a balancing factor. If little Timmy wants his Dire Wolf, he can play a Clanner- but he should expect to face more numerous opponents, and that Highlander and Victor will still tear Timmy to bits if he's not careful and expects his Clan tech makes him into Rambo.

We all know what happens to Rambos in MWO, right?

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Every other iteration means the Clan Team will get stomped. All the IS team has to do is send 2 mechs to the bases and cap them while the other 6 hold down the 5 Clanners. And if its Skirmish, just rush the Clan team.


Why, I think you're saying that Clan tech, un-degraded by balance issues would NOT make them invincible robot gods if outnumbered! We're getting somewhere here...

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See one thing you all fail to realize is that the IS mechs have 32pts per ton of armor just like the clan team does. AC/20s still do 20 damage, (UAC20 will probably jam a bit), and SRMs still do 2.5 dmg per missile. With that said, 8 mechs firing on 5, even if the 5 have longer range (mitigated by 70% of the maps), they will still drop and drop fast under concentrated fire. And each of those 5 mechs can still only ever engage one mech at a time. So if they focus fire they drop by 1 to 4, and IS goes to 7... its now almost 2v1 odds at that point. Clans then lose 2 and are 2v6 (assuming they got another IS mech). Next exchange finishes them off.

As I said only a full clan premade vs half IS PUGs could pull off a win through some sort of tactical organization. PUG vs PUG.. they are screwed.


And welcome to why properly Clan-statted weapon don't make them invincible space robots, the numbers edition- including why properly smaller numbers hammer in that Clan forces must be TEAM forces, and need all the help their superior stats can give...lest they be zerged.

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But if the way PGI is making the Clans isn't up to what you wish.. then stick with IS. It'd be nice to outnumber the clanners for once. Not have leagues where FWL or LC/A is vacant and all that.


You're talking to the guy who,prior to the FRR being here belongs to the smallest player group in prior online MW games- Liao. (The Goons alter that somewhat.)

They keep the Clans as they are now,and I expect a wave of disappointment to result in Clan forces being pathetically player-light. The ones craving their powerful Clan 'Mechs will hate it, and the ones craving a challenge they can only have with said powerful but outnumbered machines will hate it even more.

#1849 Taemien

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Posted 22 January 2014 - 10:05 AM

You actually thought that I believed that clan weapons being OP would make them unstoppable? You might want to reread my comments starting from page 50 or 60 then. The whole point I've been making all this time is you can't balance 5v8 or any other iteration. Player skill and organization varies way too wildly to allow anything but equal teams.

12v10 might be balanced for an average PUG vs PUG match. 5v8 is definitely not balanced for an average PUG. And average PUG is assuming you don't get a Vet in there to muddy the waters. And then premades are an entirely different story. And then we just don't have the playerbase to support those sort of split queues (already been discussed in this thread).

And again I think you're wrong about people hating the clans. There was little to no complaint in MWLL when they balanced the two factions. Heck they took a more hardlined approach than MWO is considering. There, clan weapons frequently didn't even have a range advantage and were nearly carbon copies. Though PPCs, Gauss, and Lasers did have the theme of being separate but different. I'm not advocating for sameness at all as you already know. But I am bringing up MWLL as an example of it not being the doom and gloom people are saying.

#1850 Wolfways

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Posted 22 January 2014 - 11:32 AM

Imo teams should be 3 lances vs. 2 stars (12 v 10) with clan mechs and weaponry being as "OP" as they are supposed to be according to BT lore.

Reasons:
Armour: Clan have the same armour as IS mechs.
Weapons: As much as people like to think clan mechs carry a lot of firepower, they don't. Everyone said "look at all those weapons!" when the Stalker came out. Now you rarely see a Stalker that isn't a missile boat or carrying 4xLL's. The heat system forces you to choose which weapons to fire at a given time if you're carrying more than a few weapons. Clan mechs will not be using more weapons, just more variety for different situations.
Also IIRC clan weapons are slightly hotter than IS weapons? And the real benefit of clan weapons is the range increase which will be negated by terrain on most maps.
Numbers: Being two mechs down at the start of a match is a huge disadvantage already.

#1851 Taemien

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Posted 22 January 2014 - 03:24 PM

View PostWolfways, on 22 January 2014 - 11:32 AM, said:

Imo teams should be 3 lances vs. 2 stars (12 v 10) with clan mechs and weaponry being as "OP" as they are supposed to be according to BT lore.

Reasons:
Armour: Clan have the same armour as IS mechs.
Weapons: As much as people like to think clan mechs carry a lot of firepower, they don't. Everyone said "look at all those weapons!" when the Stalker came out. Now you rarely see a Stalker that isn't a missile boat or carrying 4xLL's. The heat system forces you to choose which weapons to fire at a given time if you're carrying more than a few weapons. Clan mechs will not be using more weapons, just more variety for different situations.
Also IIRC clan weapons are slightly hotter than IS weapons? And the real benefit of clan weapons is the range increase which will be negated by terrain on most maps.
Numbers: Being two mechs down at the start of a match is a huge disadvantage already.


You guys are still missing the point. The OP clan weapons are still hot compared to IS ones. Which do you think would win in a fight? A Stalker with 4 LL or a Masakari with 4 ER LL? After two to three alphas from the Stalker your OP clan mech is now at half firepower (one arm gone).

See 4x LL does 36 dmg at 38 heat. Clan ER Large will deal 40 dmg at 62 heat. Clan OPness aside.. there's no way that Masa is going to be able to mount an extra 13 tons of DHS to compensate for the heat.

You all sure you don't want these weapons balanced to IS ones? You all think I've been trying to reign in clan weapons so they aren't stronger. But I'm actually trying to prevent the damn things from being DOA. Unless of course you all just want to stick to Gauss Rifles, LRMs, and SRMs. Clan Energy Weapons and Autocannons (both Ultra and LBX) are DOA as it stands right now if you implement them at their current TT stats.

Bring them in how they are now, and yes.. we will need 10v12. 10 IS vs 12 Clan. Because a good portion of those clanners are going to be spending their time shutdown in the battlefield. 12-13 extra tons of DHS... (actually more, I'm assuming 2.0 not 1.4 lol), clan tech is good, but not that good.

Remember, they have ER PPCs. Not PPCs. ER Lasers, not regular Lasers. Ultra and LBX Autocannons, not regular. I think you all might want to reconsider this. Clan Weapons are going to get slammed by heat penalties and jam mechanics.

#1852 Wolfways

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Posted 22 January 2014 - 05:34 PM

View PostTaemien, on 22 January 2014 - 03:24 PM, said:


You guys are still missing the point.

Actually that is my point.
Everyone thinks that clan mechs are going to be OP with weapons that can decimate IS mechs in seconds, and they won't even if PGI puts clan gear in as "OP" as it should be (after being buffed similar to IS weapons).
The MWO heat system kills lasers as it is. Clan lasers will be too hot to use, and people still think clan will be OP.

Also, energy weapons are way too hot in MWO, but that's a separate problem that should be fixed before introducing hotter weapons to the game (but probably never will be).

Edited by Wolfways, 22 January 2014 - 05:38 PM.


#1853 Taemien

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Posted 22 January 2014 - 06:26 PM

View PostWolfways, on 22 January 2014 - 05:34 PM, said:

Actually that is my point.
Everyone thinks that clan mechs are going to be OP with weapons that can decimate IS mechs in seconds, and they won't even if PGI puts clan gear in as "OP" as it should be (after being buffed similar to IS weapons).
The MWO heat system kills lasers as it is. Clan lasers will be too hot to use, and people still think clan will be OP.

Also, energy weapons are way too hot in MWO, but that's a separate problem that should be fixed before introducing hotter weapons to the game (but probably never will be).


I've been arguing for clan tech to be balanced for the last 40 pages of this thread. I think saying "people still think clan will be OP" isn't a fair or correct statement. Worry about the people actually conducting statements and arguing points and not fringe elements that make one sentence rants or not even posting at all.

The balance passes that PGI has stated and ones I've suggest in the past (in other threads over the year) is that they are going to do give and take. Which is the same balance pass IS weapons have recieved over the last year. At one point Large Lasers were 8 dmg and 8 heat. Now they are 9 dmg and 7 heat. A 10 dmg - 12 heat weapon sounds kinda meh in comparison. But.. some are still advocating for that. Shooting themselves in the foot I think. But apparently they want 10dmg 12heat at 750m, 1s beam, instead of 10 dmg 9.5 heat at 660m with a 1.25s beam.

If you have four cERLL, the difference in DHS needed is 7. Seven more tons will be needed for TT value cERLL over PGI's suggested ones. Thats not really counting the Heatscale either.. add about 2-3 tons if you wish to alpha them.

Like I said... we'll need it to be 10v12 alright. Ten Innersphere Pilots will equal Twelve Clan pilots, using TT values. Maybe we could do two lances vs two stars instead. Those clanners are going to need all the help they can get. Unless they all just SRM boat it up.

#1854 wanderer

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Posted 23 January 2014 - 05:22 AM

Quote

You guys are still missing the point. The OP clan weapons are still hot compared to IS ones. Which do you think would win in a fight? A Stalker with 4 LL or a Masakari with 4 ER LL? After two to three alphas from the Stalker your OP clan mech is now at half firepower (one arm gone).

See 4x LL does 36 dmg at 38 heat. Clan ER Large will deal 40 dmg at 62 heat. Clan OPness aside.. there's no way that Masa is going to be able to mount an extra 13 tons of DHS to compensate for the heat.

If you're going to play comparison games, let's have some -real- fun with that.

Standard IS LL's actually match up rangewise (and nearly damagewise) with Clan ER ML's, not ER LL's. Seeing as the Masakari has twin CERPPC's per arm on the prime, we can guess it's got at least 3 energy hardpoints per arm. Likely 4.

6x CERML delivers 42 damage at 36 heat at the same engagement ranges as the Stalker 4x LL.

You want to make comparisons, do it with what delivers in the same range bands and damage. Clan ERLL's will be one of the longest-ranged sniping weapons in the game, while Clan ER ML's will do the duty IS LL's manage instead- if they actually put "real" ones in instead of CINO's.

Edited by wanderer, 23 January 2014 - 05:23 AM.


#1855 Wolfways

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Posted 23 January 2014 - 05:23 AM

Well i'm not just talking about the weapons. The whole limited customization for clan mechs is a joke when OS mechs are fully customizable.
I'm assuming that people that are asking for clan equipment to be put in the game are actually not asking for it to be translated straight from the books but changed similar to IS equipment but still be "OP" (ignoring the heat problems) compared to IS gear.

#1856 Taemien

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Posted 23 January 2014 - 07:51 PM

View Postwanderer, on 23 January 2014 - 05:22 AM, said:

If you're going to play comparison games, let's have some -real- fun with that.

Standard IS LL's actually match up rangewise (and nearly damagewise) with Clan ER ML's, not ER LL's. Seeing as the Masakari has twin CERPPC's per arm on the prime, we can guess it's got at least 3 energy hardpoints per arm. Likely 4.

6x CERML delivers 42 damage at 36 heat at the same engagement ranges as the Stalker 4x LL.

You want to make comparisons, do it with what delivers in the same range bands and damage. Clan ERLL's will be one of the longest-ranged sniping weapons in the game, while Clan ER ML's will do the duty IS LL's manage instead- if they actually put "real" ones in instead of CINO's.


Did you forget that they do not like alpha strikes to deal that much damage for free heat? 36 heat will be over 46 heat by the time heatscale is done with it. So you'll have something that deals about the same damage for more heat. Granted you'll have the DHS needed to keep the heat under control.

Congrats, you found the only viable Clan Configuration... assuming the Masa Prime's arms get 3 energy per. The Awesome 9M doesn't get two energy hard point in its PPC arms.. so I'm not entirely sure the Masa will either. But for the sake of argument you might be right.

But since we're on the topic of Clan ER Medium Lasers.. what about them Medium Lasers? The Blackhawk carries a whopping 12 of them. Lets say they give Omni's the same customization that BattleMechs can have. You've got 12 energy hardpoints in the arms. What are you going to use there? 12 ER Mediums? Fire those at the same time and you've built 300 heat. Not the 60 you'd expect.

Yeah, I'm going to trust PGI's decision a bit more. As I said, at least their versions of clan stuff won't be DOA.

#1857 Wolfways

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Posted 23 January 2014 - 08:10 PM

I do like the idea of having "stock" engines...if it had been used for all mechs (IS and Clan).

#1858 GalaxyBluestar

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Posted 23 January 2014 - 10:09 PM

View PostTaemien, on 21 January 2014 - 08:51 AM, said:


Assuming we have the one pilot system and going by how they said factions would sort of work. Here's the issue:

You choose a faction. Which isn't IS or Clan. Its actually 6 Houses and However amount of clans they want to put in might be 1, 4, or 6 or whatever. When you fight for that faction you earn loyalty. You don't earn loyalty with other factions while with that particular faction. They've even hinted at losing loyalty with factions you fight against. So if you're playing IS and Clan, and you like to switch between the two (and if I'm not mistaken, I believe that costs MC to do, but that could be older news and obsolete.. so don't quote me on it), you have to hope that your opponents aren't Clan if you're playing IS, or IS if you're playing Clan.. or rather specifically the faction you're playing on both sides.

That's assuming a one pilot system. If they allow for us to have more than one. Then great you can have a Spheroid and a Clanner. Problem is.. are they going to allow purchased mechs on both? Nope I doubt it. Thats entirely my point. See.. I have this issue on Planetside 2. I'd love to play another faction. But purchased weapons do NOT transfer. So I have to repurchase them with SC (like MC), or Cert into them (like cbills, but takes a long time). But of course I've already made that point.

Having more than one account. I don't think I need to go into this. Obviously you can't use mechs bought on one account on another.



Thank you, you’ve totally CONFIRMED that a game which adheres to factions is a successful game. I can understand not forcing people into kurita mechs if that’s their alliance because there’s no where near enough players and content to organise this but even sandbox shooters can establish an enemy and a friendly side. MWO is randoms and can’t carry on being as such if it intends to expand and grow in player retention. Good example with PS2 you don’t like how it locked a weapon to one faction, well that game’s dead in the water isn’t it… oh wait. seriously when i buy IS gear i use them with IS houses units etc. Clans had IIc mechs for a reason, to keep them clanside. if i brought the clan mechs i don't expect to drop with a stiener banner surrounded by stalkers and atlas. i've already written the kind of game i was expecting considering PGI have touted 3050 clan invasion {scrap} since 2011.

Every good game has a side to choose and doesn’t mix it up, MWO by contrast has so little purpose it’s no wonder people don’t hang around except for the most diehard. The forums are full of them when they should be full of new players excited about becoming loyalists to either innersphere or clan, stiener or jadefalcon. Shame PGI can’t even make the medallions we spent real money on to work in any capacity 4 months after issuing them.

View PostTaemien, on 21 January 2014 - 08:51 AM, said:


Let me ask you this one. Why should I not be able to use a Catapult without gimping my team if I decide to play with my Clan buddies? Why shouldn't I be able to use a Thor when playing with my IS side? Thats the dillemma PGI wants to solve. And you know what? I support them on it. Why shouldn't a clanner who decides he just wants to use his AS7-DDC he's been playing with for the last year be allowed to do so? Why shouldn't I be able to use a Daishi to send the Dracs running when playing for House Davion?

Think about it from a business standpoint. You have hardcore BT fans which make up a very small minority of the playerbase. Then its split between people supporting it and people who are not, and there's a very good chance they'll just be disgruntled and keep playing (those who say are quitting are bluffing, some of them said they'd quit over ECM and then appear a month later with an overlord tag lol). While the majority of other players have dozens of more mechs to add to their collections.

So you tell me what they are likely to do? Say what you will about big business and all that occupy BS. But they do have to keep the lights on.



Because the game reflects so little of what was advertised. people with no investment into the franchise the i don't care people are open to learning the fun that the IP's concepts could bring them. that's how we all started i'm proposing that there's give and take for your choices, something that might bring back the thinking into this shooter. every weapon has a sacrifice and draw back compared to something else, why should factions be any different, you want a clan mech you join clans but you sacrifice your IS credentials for that perioid until you swap over. however with these current plans now theres a huge chance it won’t even let clanners be clanners and everyone’s a IS merc with the same old hanger grinding for the same pointless grind, the i don't care people will get bored of shooting bots because there's nothing else to tie them to the game. that's what immersive universes are for and it's what has kept this franchise alive for 30 years and it's why MWO exsists today. if you can't respect that power and how influenciall it can be to prospecting customers then what buisness are you in? This clan balancing scheme and everything it encompasses is strangling the game to death. You want commercially viable than stop being a lemonade stand and writing lots of different brand names on the same cup of juice. actually offer an different experience and people will hang around longer.

And that’s the problem I have with PGI, they won’t or can’t do clan factions and the IP justice because they’re trying to shoehorn everything into the Alpha system. It sounds like it’ll never happen because it’s not BT or TT it’s MWO. What a waste of an IP. I was hoping UI.2 would cater for this but so far there’s no sign of it. All we have is clans will be pointlessly “balanced” {read nerfed} for the game. This indicates that they will put 12vs12 and mix groups together so that they don’t have to develop factions properly {I fail to see a valid CW with these plans} everyone will arms race to clans anyhow because they’re not sacrificing anything for them {you see why sgerigation’s good because it means diversity and real enemies not oh look it’s the same firearms and that guy again he just changed a uniform so much fun they can field whatever they like how they like so only the best is used. when one tech proves to be better than another everything else will be forgotten about {read narc MG LBX forgotten and ac’s ppcs for all etc} yeah you’re going to say I still see people using {scrap} but really do you want to turn even more mechs and equipment into this ie one side’s stuff? That’s what the current plans will do to either IS or clan. I’m thinking it will happen to clan because…

There’s no sign of clan faction support, or currency or accounts. 5 weeks after the announcement and nothing.
No indications on implementations as far as ownership and deployment is concerned, just the tech status and a hint at customisation. Which leads to…

PGI’s current cut backs in weapon values for clantech, {I still can’t get over the suggestion of tonnage bumping as a balance tool} and a full TT style nerf to customisation, great when just about everything else deviates or isn’t TT at all, better tell paul this isn’t BT or TT it’s MWO. No omnipods just hard point swaping forcing more cbill sinks which translates as cough up if you want to customise beyond the current IS hardpoint system and suck it up if you were thinking of building a boat cause we’ll make sure the hardpoints won’t be available for you to do it. So the customisable clans will be just as restricted as IS mechs except that you can choose your IS boat with one mech purchase and have all the armour and engine to play around with to bypass the arbitary lockdowns {ghost heat} whilst clans have so much space and efficiency deadlocked in hardwired equipment whilst you have to pay more and more and more. So they can’t gain speed to overcome enemies {an atlas will outrun a madcat on speedtweak…} and they won’t be able to maximise weakness in armour locations or contain heat with the engine heatsink slots being fixed as well.

View PostTaemien, on 23 January 2014 - 07:51 PM, said:


Did you forget that they do not like alpha strikes to deal that much damage for free heat? 36 heat will be over 46 heat by the time heatscale is done with it. So you'll have something that deals about the same damage for more heat. Granted you'll have the DHS needed to keep the heat under control.

Congrats, you found the only viable Clan Configuration... assuming the Masa Prime's arms get 3 energy per. The Awesome 9M doesn't get two energy hard point in its PPC arms.. so I'm not entirely sure the Masa will either. But for the sake of argument you might be right.

But since we're on the topic of Clan ER Medium Lasers.. what about them Medium Lasers? The Blackhawk carries a whopping 12 of them. Lets say they give Omni's the same customization that BattleMechs can have. You've got 12 energy hardpoints in the arms. What are you going to use there? 12 ER Mediums? Fire those at the same time and you've built 300 heat. Not the 60 you'd expect.

Yeah, I'm going to trust PGI's decision a bit more. As I said, at least their versions of clan stuff won't be DOA.


i'm agreeing here

And this is why I don’t trust PGI at all, the suggested nerfs are for building up more heat and spreading the damage for range only, those two elements mean their DPS is heavy capped and that’s on top of having less crit space to work with all the TT restrictions. So much DOA. Kitfox and Adder, have low engines which means they’re too slow and have no way to keep heat down on the big guns they’ll be relying on to find another way of being viable, they’ll be harder to use than locusts. the nova has a low rating engine which means no bonus space via additional heatsinks for it. There will be no primes fielded except heavy butchered ones packing ac’s and gauss only. the timberwolf is the only good energy mech amongst them {5 clan DHS critslots saved for it’s 375engine} the rest are going to be ac dependant with heat and won’t have enough space for ammo or will field the same amount of dakka as is current. Only as it stands pgi will have nerfed the weapons too, so nerfed speed nerfed armour allocation nerefd customisation space on top of heat and spread damage mechanics means I wouldn’t want these mechs in a 12v12. this method of balance is more convolutant than the ghost heat solution. If they had unerfed tech they could be usefull 10vs12. If they had the TT stuff taken away then 10vs12 is viable even 10vs 16 is doable for different playstyles tactical balance. But that’s too much like work for PGI, what a waste.

Clan flavour? Would’ve been nice if they had any plans for that…

View PostComradeK, on 23 December 2013 - 03:10 AM, said:

May I leave my "true" remakes of Nova and Kitfox, as they were designed in tabletop and on early arts, here? ;)

Posted Image
Posted Image


New playstyles? no, not happening. Big shame.

And PGI expect the names alone to wrench wallets open? I’m still not convinced in buying clan mechs because it’s all just a branding exercise. Little plans and no integrity to the purpose of the franchise earns ziiiiip.

edit; noticed how there are more curved designs, which are more faithfull to the originals in the grabdeal varients over the standard stuff the free to buy later on stuff? they really think they can get the loyalist crowd in on eyecandy alone.

Edited by GalaxyBluestar, 23 January 2014 - 10:16 PM.


#1859 Taemien

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Posted 24 January 2014 - 08:47 AM

I don't see how 'trust' 'faith' or 'belief' in a company has anything to do with the design perspective of clan tech. Thats probably for another thread on another forum. Probably on another website.

#1860 Wolfways

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Posted 24 January 2014 - 12:26 PM

View PostTaemien, on 24 January 2014 - 08:47 AM, said:

I don't see how 'trust' 'faith' or 'belief' in a company has anything to do with the design perspective of clan tech. Thats probably for another thread on another forum. Probably on another website.

It has everything to do with it. If how the company has handled things in the past has made you not trust them how can you expect them to do clan design right?





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