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Clan Technology - A Design Perspective - Feedback


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#381 Kenyon Burguess

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Posted 14 December 2013 - 09:30 PM

I wish you had gone over autocannons...klan UACs are gonna run over anything in your post anyways.

Edited by Geist Null, 14 December 2013 - 09:31 PM.


#382 Rhakhas

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Posted 14 December 2013 - 09:31 PM

View PostGrey Black, on 14 December 2013 - 08:02 PM, said:

You know what? I like this. One thing I will comment on is that I do think that we need to balance Clans by changing their rules of combat, e.g. penalizing assists, bonuses for destroying mechs with minimum damage, violations of zellbrigen, etc. because it would make the Clans not just Inner Sphere Plus. Instead of incentivizing teamwork, incentivize lone-wolfing. This emphasis would balance Clans by changing the mentality. If you don't make any money for a couple matches because you didn't play by the rules, it would impact your play style and builds immensely without even touching the tech.


I really like this suggestion...

#383 Sandpit

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Posted 14 December 2013 - 09:36 PM

View PostArgann, on 14 December 2013 - 09:04 PM, said:

I am unhappy

I honestly think that's more constructive than a lot of the drivel posted. The more unhappy customers the more PGI has to listen or take the chance on the game tanking

#384 xXBagheeraXx

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Posted 14 December 2013 - 09:37 PM

1.4 double heat sinks, Ghost heat, exploding gauss rifles, and now this...PGI you are killing this game. What is the point in clan mechs without full customization? Why are you nerfing the clan weapons to freaking oblivion? YEAH they will replace most of thier clan equivalents..THEY ARE BETTER WEAPONS...I was looking forward to my Clan UAC20 catafract, but by the looks of things you will ruin that iconic and deadly weapon before it even makes it in. I sqealed like a schoolgirl when i saw that madcat pop up on my launcher, but upon further reading of what you are going to do to the clan weapons and mechs when they are introduced, you wont get another dime from me, clan hero mechs, premium time, or otherwise...

And 200 bucks for these mech packages? The phoenix package was pushing it at 80 bucks for an overlord, but you got ALL the mechs for that. 200 for just one type? ridiculous, and im not paying that much for a BLOODY MECH I CANT EVEN CHANGE MOST OF THE ATTRIBUTES OF. you haven't even properly balanced The current Innersphere weapons yet and you do the Clans like THIS? SCREW this {Scrap} and SCREW this game. PGI I would have gladly turned over all kinds of dosh for this game simply because you had the "Mechwarrior" Title and im a long time fan of the series, but this? This kills it. You wont get another dime from me, and If any of you other players consider yourselves fans of this you would follow my example. The lack of sales might finally make them LISTEN to us...

#385 Osric Lancaster

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Posted 14 December 2013 - 09:42 PM

View PostPaul Inouye, on 14 December 2013 - 08:59 PM, said:

" The fact that the Clan version of LRM-20s have no minimum range is a huge problem. What you effectively now have is a Streak SRM-20 available to you if we cut minimum range to 0. "


Nothing more really needs to be said. This man is clearly on top of things.

#386 Noth

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Posted 14 December 2013 - 09:49 PM

View PostxXBagheeraXx, on 14 December 2013 - 09:37 PM, said:

1.4 double heat sinks, Ghost heat, exploding gauss rifles, and now this...PGI you are killing this game. What is the point in clan mechs without full customization? Why are you nerfing the clan weapons to freaking oblivion? YEAH they will replace most of thier clan equivalents..THEY ARE BETTER WEAPONS...I was looking forward to my Clan UAC20 catafract, but by the looks of things you will ruin that iconic and deadly weapon before it even makes it in. I sqealed like a schoolgirl when i saw that madcat pop up on my launcher, but upon further reading of what you are going to do to the clan weapons and mechs when they are introduced, you wont get another dime from me, clan hero mechs, premium time, or otherwise...

And 200 bucks for these mech packages? The phoenix package was pushing it at 80 bucks for an overlord, but you got ALL the mechs for that. 200 for just one type? ridiculous, and im not paying that much for a BLOODY MECH I CANT EVEN CHANGE MOST OF THE ATTRIBUTES OF. you haven't even properly balanced The current Innersphere weapons yet and you do the Clans like THIS? SCREW this {Scrap} and SCREW this game. PGI I would have gladly turned over all kinds of dosh for this game simply because you had the "Mechwarrior" Title and im a long time fan of the series, but this? This kills it. You wont get another dime from me, and If any of you other players consider yourselves fans of this you would follow my example. The lack of sales might finally make them LISTEN to us...


They don't want an arms race to clan tech. Sorry, but that is the right call in a competitive game. Second the packages are not just one mech. The 240$ packages gets you all the mechs and variants (24) and mech bays to go with them, along with other stuff. It comes out to be almost the exact same value as the PP.

#387 Morang

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Posted 14 December 2013 - 09:51 PM

Speaking shortly:

Don't try to change TT weights, you'll kill the stock configs. All other nerfs... well, if you must, OK then. Perhaps take the same approach to Clan LRMs > 5 as to Streaks > 2 (volley fire). Or just dispense with "no minimum range" altogether. Or forbid the spotting, make them able to lock only by direct line of sight.

Quote

What remains cannot be customized at all. These include:
  • The engine type and rating
  • The number and placement of a minimum number of heatsinks
  • The amount and distribution of armor
  • The armor type and the location of any critical slots occupied by Ferro-Fibrous
  • The internal structure type and the location of any critical slots occupied by Endo Steel
  • Enhancements such as MASC
  • The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration
Drop this. All the same applies to IS Battlemech in TT. It is emphasised in case of Clan Omnis just to show players that Omni technology do not go THIS far, but as IS mechs in MWO are fully customisable already, it makes no sense. But it surely kills many clan mechs, because the game balance is too different to ride stock config in most cases, and being able to swap weapons or limbs wouldb't help the above restrictions. Tighten some restrictions maybe (for example, engine restrictions, maybe introduce tighter minimum engine requirement for Clans), but locking upgrades, armor points and heat sinks looks like an insta-kill of Clan Omnis.

Also you haven't answered an important question: will there be cross-tech? Will IS Battlemechs be able to equip Clan weapons and equipment? What about Clan armor? Engines? Upgrades? And will Clan Omnimechs be able to do the same with IS stuff?

Edited by Morang, 14 December 2013 - 09:54 PM.


#388 Butane9000

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Posted 14 December 2013 - 09:53 PM

Posted Image

#389 Ghogiel

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Posted 14 December 2013 - 09:55 PM

Since JJ can be equiped as pods to empty omnimech pod space.

Can haz JJ daishi?

Might as well as most of the clan mechs are going to be glass cannons due to stock armor, and about half are DoA because of that. The good news is that the Daishi is going to have proper armor and can mount 4x UAC20 and still get 2 tons of ammo and a small head laser for lulz.

The bad news is we know that stock TT armor values will make most of the clan mechs extremely vulnerable and IS mechs will seem overpowered in comparison. That includes the summoner compared to a CTF. Even PGI admits tonnage, which is effectively translates to armor, rather than mobility and firepower as heavies can mount comparable loadouts to assaults and are faster, is something they need to balance, hence weight limits.

Edited by Ghogiel, 14 December 2013 - 09:57 PM.


#390 NyxOOX

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Posted 14 December 2013 - 09:56 PM

While I do appreciate this info, and how you guys are handling Clantech, I am unhappy, only because I was hoping for Omni-slots and without them my plan for a hex-UAC/2 Dire Wolf has been crushed. Woe is me. My ruined plans aside, keep up the good work.

Edited by NyxOOX, 14 December 2013 - 09:56 PM.


#391 Charles Fornton

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Posted 14 December 2013 - 09:56 PM

I think the custom mech chassis idea is brilliant. I would also like to see greater variance in the weapons available. Thus we could pick a clan Large Laser that did extra damage (with more heat and a longer beam time), or one with a greater range that does less damage. If we had a few extra changes it would make a HUGE difference to clan technology. That way you wouldways be uncertain what you were facing.

#392 StormDll

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Posted 14 December 2013 - 10:00 PM

PGI where you saw in BT stock mech with full armor? In stock there is almost no mech with full armor and clan too! If this is your balance, then spher-mech also need balance - you can not change armor, structure and engine!

#393 Ghogiel

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Posted 14 December 2013 - 10:03 PM

View PostNyxOOX, on 14 December 2013 - 09:56 PM, said:

While I do appreciate this info, and how you guys are handling Clantech, I am unhappy, only because I was hoping for Omni-slots and without them my plan for a hex-UAC/2 Dire Wolf has been crushed. Woe is me. My ruined plans aside, keep up the good work.

Um... you need to reread the the post.

I think you can make a hex UAC2 daishi.

You use config C for the 4 AC2s in the side torsos, swap the LBX10 for another UAC2, that's 5, and if I understand correctly you can swap the left arm hardpoint pod with the prime variant so you can now add ballistics there too.

#394 Grits N Gravy

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Posted 14 December 2013 - 10:04 PM

Create a closed beta test server with this equipment asap, even if it's just using it on IS mechs for now. Implement the omni mechanics asap, even if place holder art work is needed, ie using current mech chassis to simulate clan chassis. Invite the best players, streamers and people who provide good forum feedback into the beta.

Listen to these people, because there is a real dissonance between what PGI feels is balanced and what the community feels is balanced. This dissonance has resulted in some awful spells of balance, ie, medium laser/LRM/ PPC Warrior-online and Streak-pocalypse. With the smaller sample of telemetry data which test servers provide and the pace with PGI can move at, this has to happen sooner than later, and you're going to need all 6 months to do it too.

For the money you guys are asking, clan tech has to go off without a hitch. Another bout of LRM-pocalypse has the potential to really wipe out the game. That is the biggest risk of this package, bad balance has the potential to push MWO into the graveyard, and what good is 240 dollars worth of mechs if there is no one to play with.

Honestly, without seeing the implementation on a live server for at least 2 weeks; I wouldn't lay out the money you guys are asking for because of the on going questionable balance issues we've had since closed beta.

Edited by Grits N Gravy, 14 December 2013 - 10:06 PM.


#395 Mr 144

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Posted 14 December 2013 - 10:04 PM

View PostGhogiel, on 14 December 2013 - 09:55 PM, said:

Can haz JJ daishi?


Alt Config C comes with JJs....so the obvious "core" to build off....just need to swap for some ballistic sections from the other variants.

#396 RotS Targe

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Posted 14 December 2013 - 10:04 PM

I got to page 12 before giving up on the community, I saw some good ideas, but there was so much QQ finding a gem hidden in all the manure was not worth my time.
Whatever you do, do NOT change tonnage and weight numbers!
Now, then. I like the hardpoint limitations, but please, no not make me buy a completely new mech just to get an arm I like, mixing and matching like that will add too much of a grind. Maybe add another tab to the mechlab, where whole arms can be stored and such, and can be bought for cbills.
For the missile minimum range, maybe limit their tracking within 180 meters, so, while you CAN hit within that distance, it takes a lot more skill than just having streaks that happen to go 1000 meters out.
Speaking of streaks, I think that whole system should be looked at, so they are not just 100% accuracy heat seekers.
I think we should be able to change the numbers but not type of equipment, so if you have an XL, you are forced to use an XL, but you can change the size, same with armor. (For all of you who consider the TT sacred, keep in mind the lore and how modifying IS mechs is unheard of, and requires weeks of refit and genius techs. Given the freedom seen in MWO mechlab wise, it is only fair that the Clans can do some of the same, while keeping some of the balance already seen)
I like the ideas that require more skill to use clantech, like the longer beam duration, instead of flat our nerfing them.
My issue with using ghost heat is it only affects boaters, and not everyone using clantech is going to boat. Use a balanced loadout, ghost heat is not an issue, so what is the balance there?
Using the quirks to differentiate between configs I like, because, unless one has a CT hardpoint you really like, there is no reason to use one or the other.
Maybe make the clan mech's heat containment lower, so you need to watch your heat more.
A note about player balancing (Zellbrigen), with the XP/C-Bill rewards, maybe penalize players who break Zellbrigen.
For those who suggest making the teams tech pure, what about those who *gasp* play on teams? On a team game? What if I want to play with my friend, who is too broke to spend anything extra, who has never been able to buy colors, or any of that? Make him grind out for a clan mech just to drop with me? That will **** off a lot more people than the balance of the game ever will.
Since tonnage balance is a thing, use it! Make a clan mech weigh more on the match balance, so if someone brings out his Dire Wolf (like I will from time to time, for sentimental values (I am odd, do not judge me)), he will be teamed up with mostly mediums instead of heavies.

One last thing (unless I think up even more things, in which case there will be edits), PLEASE, have a lot of public tests before these features go live, and make it so those who have not preordered still get to play clantech during them.

#397 Aim64C

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Posted 14 December 2013 - 10:06 PM

View PostStormDll, on 14 December 2013 - 10:00 PM, said:

PGI where you saw in BT stock mech with full armor? In stock there is almost no mech with full armor and clan too! If this is your balance, then spher-mech also need balance - you can not change armor, structure and engine!


******** It...

"Premium time now gives you access to Factory Level refits of your mechs!

What does Factory Level Access do for you? With your Premium time now comes the ability to change the engine placed in your mech and re-arrange the armor and heat-sinks installed on a 'mech!"

What do you want to bet this is their next big idea?

I swear to all things holy... I had better not have reason to come back and link to this post.

... Edit: .... am I reading those stars correctly? Is the word "God" actually censored... or only when followed by Damn?

God

********.

Edited by Aim64C, 14 December 2013 - 10:09 PM.


#398 HellJumper

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Posted 14 December 2013 - 10:08 PM

20 pages of feedback..and only 12 people like the original post.

this should pretty much give you the required feedback...

#399 GalaxyBluestar

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Posted 14 December 2013 - 10:08 PM

View PostNoth, on 14 December 2013 - 09:49 PM, said:


They don't want an arms race to clan tech. Sorry, but that is the right call in a competitive game. Second the packages are not just one mech. The 240$ packages gets you all the mechs and variants (24) and mech bays to go with them, along with other stuff. It comes out to be almost the exact same value as the PP.


THERES BETTER IDEAS TO AVOID THAT THAN KILL GAME FUNCTIONALITY OUTRIGHT!

#400 Morang

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Posted 14 December 2013 - 10:08 PM

View PostGrits N Gravy, on 14 December 2013 - 10:04 PM, said:

There is a real dissonance between what PGI feels is balanced and what the community feels is balanced

...and what is really balanced.





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