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Clan Technology - A Design Perspective - Feedback


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#561 SilverMalachite

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Posted 15 December 2013 - 05:41 AM

For whom this may concern (the DEVs)
I here a lot of heat to high Or the range should be longer and so on...

I am all for having to respect the enemy's loadout, I encourage it!!!
Here are my suggestions:
  • To have characteristics other then just Heat,Recycle time, weight,Range etc.
  • E.g: Inaccuracy of weapons in regards to clan Vs inner-sphere Tech!
  • Look up what problems actual Defense forces have with weapons that they encounter... For an influence as to which nerf/character building, Of said weapon to introduce
  • Stick to the basics with the core differences you want to introduce, Also have innate characteristics that you will feel rather then read on a stats sheet in game...E.g:IS AC/2s hit harder then Clan AC/2s. Clan LRMs have a larger blast radius etc...
  • Try to draw influence from the science behind each type of damage envolved E.g: Kinetic, Explosion, Heat/radiation etc.

That is all for now.
I will get all to reading and reply to in full:
http://mwomercs.com/...47#entry2990947

Thank you for your time

#562 Tolkien

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Posted 15 December 2013 - 05:44 AM

View PostSamziel, on 15 December 2013 - 05:03 AM, said:

Loyalty point bonus was delivered. They said you will gain LP all the time, but you don't get to see or use them before CW.


Oh also, we are still missing the in game badges - not delivered and will not be until UI2.0. Whenever that happens to arrive.

Quote

First of all - we'd like to thank all players who participated in Project Phoenix. You may have noticed, however, that you are still missing a part of your package:

The In-Game Badge. We have decided at this point in time to release the In-Game Badges for Project Phoenix purchasers in tandem with UI 2.0.


Believe their promises about what comes with the clan technology or clan packages if you want, but do so knowing they've missed and mislead on features before.

Edited by Tolkien, 15 December 2013 - 05:45 AM.


#563 MisterPlanetarian

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Posted 15 December 2013 - 05:45 AM

Repeat but seriously:

TT Omnimech rules are excellent to balance mechs like the Direwolf which has super high armour, 50.5tons for weapons and lots of firepower as a result. If it could change its engine to say an XL350/400 it would be monstrously overpowered with all the weightsavings on clan mechs concidered.


By far the biggest problems with bridging TT omni-'mech ruleset into MWO is the slow moving stock lightmech configurations the clans use and some underarmoured heavy designs like the Summoner.

Let Light omni-'mechs upgrade their engines and let every mech adjust armour amount and location, this is something the IS mechs should not be able to do traditionally either, so I don't see the controversy in allowing that exception for clans aswell

#564 Sir Roland MXIII

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Posted 15 December 2013 - 05:47 AM

View PostTolkien, on 15 December 2013 - 05:44 AM, said:

Believe their promises about what comes with the clan technology or clan packages if you want, but do so knowing they've missed and mislead on features before.


I would also stress that this is in fact what they PREFER to do. The whole "That was our position at the time" mantra that is PGI S.O.P. (standard operating procedure), not to mention telling us that core components of a release game aren't vaporware, excepting and including when they are.

Edited by Sir Roland MXIII, 15 December 2013 - 05:50 AM.


#565 Samziel

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Posted 15 December 2013 - 05:52 AM

View PostTolkien, on 15 December 2013 - 05:44 AM, said:


Oh also, we are still missing the in game badges - not delivered and will not be until UI2.0. Whenever that happens to arrive.



Believe their promises about what comes with the clan technology or clan packages if you want, but do so knowing they've missed and mislead on features before.

I didn't speak about the badges did I? My point was they are gathering data on the LP progress on every use. Don't remember the source but I did not say they gave us the badges.

#566 Kaeseblock

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Posted 15 December 2013 - 05:56 AM

Thanks for the Info!

I really like the Omnimech concept. ^^

Not so sure, if Clan-tech will be balanced enough with the current approach (atm it still looks OP to me), but we'll see about that once it's implemented and the usual balancing cycle starts.

#567 Kyle Reece

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Posted 15 December 2013 - 05:59 AM

So using those design rules, I'll take a Warhawk please. Left arm & right torso from the B variant, right arm from the A variant. That'll be a 340XL, nearly full armor, targetting computer and hardpoints for 2 UAC20's and 2 LRM's for whatever weight's left over.

Or maybe I'll stick to the E's left arm, B's right arm and right torso. That'll be slots for 5 6 ER PPC's + 2 LRM's.

Not saying the ideas are without merit, but if I can think up those in a couple of minutes...

Edit: Forgot, some of the Warhawk's have energy weapons or missiles in the CT....

Edited by Kyle Reece, 15 December 2013 - 06:11 AM.


#568 Randall White

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Posted 15 December 2013 - 05:59 AM

I take major exception with what PGI is calling "balance" on clan tech. They claim that what made the clas better was more of a tactics issue than tech issue. That is complete and total BS. The cals had both superior training AND tech. they did not suffer the tech backslide like the I.S. did. Caln tech is supposed to be better. What allowed the I.S. mech warriors to over come this is THEY changed their tactics! They then started reverse engineering clan tech and developing lost tech from recovered Star League tech. If this game continues to be moved in the direction that it is currently going, I will never spend a dime on this game. I think it will go down as the worst Mechwarrior title. EVER!

#569 Shade4x

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Posted 15 December 2013 - 06:01 AM

View PostHelmer, on 14 December 2013 - 02:18 PM, said:

Just a reminder, this is feedback on the Clan Technology - a design Perspective post. Let's please use this thread on feedback regarding the design ideas contained there and use the other Feedback posts for their intended purposes ( I.E. Clan Collections - Feedback )

No need to cross the streams.... you never want to cross the streams Egon.

Cheers.


I don't think we can talk about design theory's without taking into account the design choices that are already implamented. Further more, it's even harder to discuss it with missing design features that people have been asking for and that PGI said "was in the works". Things like CW may (and hopefully) will have an impact on mech design. VOIP will have an effect on how players cordinate for snipeing and LRM strikes and spotting. Further more, you released $500 clan mech's and $240 dollar packages while most of these basic features are not implamented. Are you going to seriously pretend that it doesn't have an effect on this discussion? Your asking a community of people that don't think or does not want PGI to last a year on balancing issues that wont happen for a year, after ignoring most of the feed back from prior balancing discussion.

From a designer stand point, with the current ghost heat system, hit detection issues, and 30-40 point sniper meta game, there is no way to make any of the clan tech be balanced in any shape or form with the existing model. So, you wanted feedback here is what i would do:

Current Game Changes:

1) Remove Ghost heat completely (no one likes it, and its unintuitive.

2) Reduce the damage (or increase the armor midigation) by 50% so that all mech's have a flat out 50% buff to survivability. This means Jenner's can't back an atlas in 3 hits, this means snipers are effective, but have to aim, and this means brawling and charging is the main portion of the fight, where targeting matters. This also fixes the alpha strike problem, as your going to need 2-3 alpha's to kill a mech instead of 1, even with boat builds.

3) Fix hit detection. Nothing can be balanced with out hit detection being fixed, else your balancing based on broken mechanics.

Now on to Clan Mech's.

1) All clan weapon components should have half the hit points. This means 5 hp to that LRM 20. The effect makes the mech less effective when the armor is stripped.

2) I like the idea of keeping the endo and FF crit slots, however make it set once you purchase Endo or FF, so that if you want to change them around, you have to rebuy FF and Endo.

3) Keep it so that clan's can swap arms and legs, however, offer a C-bill refitting cost.

4) Keep the ability to swap engines, however keep the max speed relativly low. For instance a Vulture goes 86.4 kph with an XL 300, all Vultures (mad dog) should max out at around that speed.

Clan Weapons:

1) All clan weapons should be available to IS mech's.

2) Clan ER lasers should have a longer duration per blast (25% so 1.25 for large lasers)

3) Clan Lasers should start their recycle time after the laser blast is finished (giving them a slower fire rate then normal lasers)

3) All Clan UAC's should have multiple rounds fired (UAC/20 is 20 shots, like a machine gun)

4) SSRM's should take a longer time to lock on based on size (SSRM 6's should take twice as long as SSRM 2's) This makes them less light killers, adds skill, and forces heavy SSRM builds to bring BAP and TAG's,

5) Make Clan LRM's fire in quick sucession. IE: LRM 20 takes 1 second to fire it's full load. this means close range mech's can simply avoid the majority of the damage by moving, and AMS will make regular LRM's highly desireable.

6) Make Clan LRM's highly inaccurate at close range, and no lock on till 90 meters.

Clan Engines:
1) Reduce clan engines internal hp by 1/3

2) Give clan engines basic heat sink multipliers (1.0 per internal and 1.5 for internal double heat sink)

3) Allow clan engines to be able to be outfited on any mech.

This would make mediums more viable, give clans their own flavor and options, without over powering the IS counter parts, as well as add more customization to the game. The design idea is that clan is more spread damage, but better weight/crit/etc. This keeps with the battle tech idea that Clan Mech's are for more skilled pilots, as they can have more powerful weapons equiped, however, thy have to be a good pilot to put them into use.

This will mean mech's like the jenner can fit 2 clan LLAS and 4 clan MLas for a large damage boost, however this will not be a huge boost in DPS and will be a huge downgrade if the jenner can't keep the laser on target. Shooting an ER LLAS at range would spread so much that it really would only work on a mech that stands still. With double the armor, even 4 LLAS would give a locust time to spread the damage and move instead of instantly being killed.

Edited by Shade4x, 15 December 2013 - 06:02 AM.


#570 Squarefox

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Posted 15 December 2013 - 06:06 AM

Simple solution:
  • use TT values for all weapons, tech and mechs (that means also 2.0 heat sinks, and please remove ghost heat)
  • make games 12 IS vs. 8 clanners
  • use BV to balance teams
  • bring back repair & rearm to balance expensive tech
result: a true mechwarrior game

Edited by Squarefox, 15 December 2013 - 06:08 AM.


#571 Khanahar

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Posted 15 December 2013 - 06:10 AM

Hey, did I miss whether there was any word on puretech v mixtech?

This {Scrap} gets a lot easier to balance with puretech only.

#572 Ryankamun II

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Posted 15 December 2013 - 06:20 AM

I find this whole thing incredibly confusing as well. There is only one balance needed, more IS tons vs less Clan tons in battle. Clan Tech is supposed to be better in every way, and the only balance that is feasible for this is two Stars vs three lances (10 v 12) or something that balances the tonnage in IS favor. Since you have to have balanced matches to keep people playing IS (right?).

I really didn't see how much of the weapon 'balance' discussion made a whole lot of sense. The proposals did one of two things:

1. Made superior Clan tech slightly less, but still totally superior. This isn't something that balances anything. Clan tech is just less better? Ok, but it's still better, so it will still replace IS.

2. Make the new Clan tech totally unworkable. See: ER PPC. People were boating four of them and there wasn't any point in running anything else (unless you were piling a Gauss in there as well), so the answer is to make the weapons systems unusable... Well, I can't get excited about weapons that I can't use, because you are trying to balance something that was meant to be unbalanced in the first place.

I really don't understand this approach to this game at all. I'm glad I really am enjoying myself right now, but I have to echo a lot of the sentiments expressed by other posters. I'm not going to pay for this after Phoenix was such a burn, and there are so many unimplemented aspects of this game.

The approach you are taking gives the impression that you have absolutely no long term planning in place. We've all known all along that Clan Tech was superior to IS tech, and you are just now starting to formulate a plan of how to incorporate that into your game. Your approach has nothing to do with lore, and your approach is based on looking for 'balance' for something that was specifically designed to be unbalanced.

I get it. I wouldn't probably be playing this game if it didn't have the name MechWarrior, but since you are not trying to adhere to MW or BT in some of the most critical ways you're slowly spiraling down a whirlpool of missed expectations considering what you're calling your game, and what you're actually delivering.

The difficult part of this post is that I'm not even going into all of the things that are missing in this game to make it compelling. I'm a gamer, and I'm used to putting up with an awful lot to play the games I enjoy. This is a fine example of that. My advice to you is to stop trying to cling to being 'MechWarrior', you've already got that name in place, the bait is there, may as well go for the switch now and start making a good game instead of hamstringing yourself by trying to adhere to the MW universe.

And maybe that's what you're doing and I just allowed myself to be confused by these posts about 'balancing' things so that a Clan Mech at 50 tons is as bad as a IS mech at 50 tons.

The plans announced so far for Clan Tech seem, to me and at least a few other posters, to express a fundamental lack of understanding Mechwarrior/Battletech. I think we're just frustrated that you cannot accomplish more than to effectively announce you're rolling out more of the same with the words 'Clan Tech' assigned to it. If you make Clan Tech the same as IS to force balance into the equation, well, it's not Clan Tech.

Better to have a good game that isn't Mechwarrior than a game that clings to a shoddy attempt to emulate the Mechwarrior Universe.

I hope it will still be fun, but I will have a difficult time justifying paying for the privilege of finding out.

#573 Miken

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Posted 15 December 2013 - 06:24 AM

View PostSquarefox, on 15 December 2013 - 06:06 AM, said:

Simple solution:
  • use TT values for all weapons, tech and mechs (that means also 2.0 heat sinks, and please remove ghost heat)
  • make games 12 IS vs. 8 clanners
  • use BV to balance teams
  • bring back repair & rearm to balance expensive tech
result: a true mechwarrior game



It's too simple for PGI. 8(

#574 Khobai

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Posted 15 December 2013 - 06:28 AM

Quote

make games 12 IS vs. 8 clanners


12v10 with clan tech being ~20% better makes more sense. thats three lances vs two stars. clans still retain the feeling of having a technological edge balanced by lesser numbers.

#575 Wookieelover

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Posted 15 December 2013 - 06:28 AM

After reading the op I have to conclude that Paul and PGI have no idea how to handle this IP. From non double heat sinks to "double armour" and ghost heat they have constantly made the game way more more complicated than it ever needed to be.
As others have said multiple times stick with TT values and use a battle point system then balance from there. Problems solved and true to canon.
Clan tech is by nature more op than IS to make it otherwise is truly rediculous. They should have just set the entire game long after the clan invasion when everybody used clan type tech. Talk about making life needlessly difficult.
Clans should drop with less mechs on the field than IS... if they don't do that this game is gonna be beyond a joke and beyond fixing.
Same goes for teams with mixed factions. Seeing a team of clan mechs with IS mechs will break all emersion.

For me though the biggest worry and a total slap in the face is PGI having the ordasity to put these clan mechs for sale and they have zero clue how they are going to even work in game.

PGI get your act together or your gonna alienate your player base and lose customers to newer and properly managed IP's.

#576 MisterPlanetarian

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Posted 15 December 2013 - 06:32 AM

So should LOL/DOTA be 6v4 because one team picked the better carry? Not likely.


MWO is no different, face it people clan tech needs a nerf, Omni system needs some easing on the restrictions, primarily with locked armor values and engine caps for the smaller mechs.

#577 StormDll

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Posted 15 December 2013 - 06:35 AM

View PostShade4x, on 15 December 2013 - 06:01 AM, said:


I don't think we can talk about design theory's without taking into account the design choices that are already implamented. Further more, it's even harder to discuss it with missing design features that people have been asking for and that PGI said "was in the works". Things like CW may (and hopefully) will have an impact on mech design. VOIP will have an effect on how players cordinate for snipeing and LRM strikes and spotting. Further more, you released $500 clan mech's and $240 dollar packages while most of these basic features are not implamented. Are you going to seriously pretend that it doesn't have an effect on this discussion? Your asking a community of people that don't think or does not want PGI to last a year on balancing issues that wont happen for a year, after ignoring most of the feed back from prior balancing discussion.

From a designer stand point, with the current ghost heat system, hit detection issues, and 30-40 point sniper meta game, there is no way to make any of the clan tech be balanced in any shape or form with the existing model. So, you wanted feedback here is what i would do:

Current Game Changes:

1) Remove Ghost heat completely (no one likes it, and its unintuitive.

2) Reduce the damage (or increase the armor midigation) by 50% so that all mech's have a flat out 50% buff to survivability. This means Jenner's can't back an atlas in 3 hits, this means snipers are effective, but have to aim, and this means brawling and charging is the main portion of the fight, where targeting matters. This also fixes the alpha strike problem, as your going to need 2-3 alpha's to kill a mech instead of 1, even with boat builds.

3) Fix hit detection. Nothing can be balanced with out hit detection being fixed, else your balancing based on broken mechanics.

Now on to Clan Mech's.

1) All clan weapon components should have half the hit points. This means 5 hp to that LRM 20. The effect makes the mech less effective when the armor is stripped.

2) I like the idea of keeping the endo and FF crit slots, however make it set once you purchase Endo or FF, so that if you want to change them around, you have to rebuy FF and Endo.

3) Keep it so that clan's can swap arms and legs, however, offer a C-bill refitting cost.

4) Keep the ability to swap engines, however keep the max speed relativly low. For instance a Vulture goes 86.4 kph with an XL 300, all Vultures (mad dog) should max out at around that speed.

Clan Weapons:

1) All clan weapons should be available to IS mech's.

2) Clan ER lasers should have a longer duration per blast (25% so 1.25 for large lasers)

3) Clan Lasers should start their recycle time after the laser blast is finished (giving them a slower fire rate then normal lasers)

3) All Clan UAC's should have multiple rounds fired (UAC/20 is 20 shots, like a machine gun)

4) SSRM's should take a longer time to lock on based on size (SSRM 6's should take twice as long as SSRM 2's) This makes them less light killers, adds skill, and forces heavy SSRM builds to bring BAP and TAG's,

5) Make Clan LRM's fire in quick sucession. IE: LRM 20 takes 1 second to fire it's full load. this means close range mech's can simply avoid the majority of the damage by moving, and AMS will make regular LRM's highly desireable.

6) Make Clan LRM's highly inaccurate at close range, and no lock on till 90 meters.

Clan Engines:
1) Reduce clan engines internal hp by 1/3

2) Give clan engines basic heat sink multipliers (1.0 per internal and 1.5 for internal double heat sink)

3) Allow clan engines to be able to be outfited on any mech.

This would make mediums more viable, give clans their own flavor and options, without over powering the IS counter parts, as well as add more customization to the game. The design idea is that clan is more spread damage, but better weight/crit/etc. This keeps with the battle tech idea that Clan Mech's are for more skilled pilots, as they can have more powerful weapons equiped, however, thy have to be a good pilot to put them into use.

This will mean mech's like the jenner can fit 2 clan LLAS and 4 clan MLas for a large damage boost, however this will not be a huge boost in DPS and will be a huge downgrade if the jenner can't keep the laser on target. Shooting an ER LLAS at range would spread so much that it really would only work on a mech that stands still. With double the armor, even 4 LLAS would give a locust time to spread the damage and move instead of instantly being killed.

eah, yet in the Sphere war were omitted many worlds in the stone age, Clans developed and made such dermische compared with which the most primitive first is an advanced technical level. If you are not familiar with the universe BT is better not to talk about balance Clan-tech

Edited by StormDll, 15 December 2013 - 06:36 AM.


#578 Vulture2k

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Posted 15 December 2013 - 06:38 AM

i like how they seem to make omnimech less flexible than normal ones o_O GG

i'd sure prefer the balance in numbers solution.. be it 2 stars vs a reinforced company or whatever goes.. x_X

if they nerf clantech i guess lots of the clan guys will not come back or join at all..

or just add wolf vs jadefalcon and let us act like the invasion never happens ... still the better solution..

#579 Alek Ituin

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Posted 15 December 2013 - 06:39 AM

View PostStormDll, on 15 December 2013 - 06:35 AM, said:

eah, yet in the Sphere war were omitted many worlds in the stone age, Clans developed and made such dermische compared with which the most primitive first is an advanced technical level. If you are not familiar with the universe BT is better not to talk about balance Clan-tech


Please into better understanding of language English. Sentence is of structure poor. Cannot be into understanding well, present structure idea of more sense.

Seriously. What were you attempting to say in your comment?

#580 Jack Gallows

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Posted 15 December 2013 - 06:43 AM

View PostAlek Ituin, on 15 December 2013 - 06:39 AM, said:


Please into better understanding of language English. Sentence is of structure poor. Cannot be into understanding well, present structure idea of more sense.

Seriously. What were you attempting to say in your comment?


Don't need that. He's trying, no need to be condescending to someone who doesn't speak English as their native tongue.





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