DISCLAIMER: I don't necessarily like the way PGI handled the clans, I am just giving feedback to hopefully make this game better. dont believe me?
here you go
back to feedback:
agreeing with everyone here on the current mechanics in development for the clans, this doesn't seem quite the way to do it.
for instance on weapons:
do not change the weapon tonnages or slots taken up, that will only go to break stock builds and restrict you from adding in mechs that BELONG in lore, if you are trying to stick as close as possible to it as you say. further more this will just anger the player base more that "what should be available" isn't simply because balancing the clans meant ditching whole mechs, let alone configurations of such
sub responses:
--lasers: good idea for slight increase in heat for range and damage over time for the clan lasers. makes them better than IS ERLL while not completely making IS tech obsolete
--SSRM's: I could go either way on this, it technically gives the power of a SSRM6 while not doing a massive wave of death shot, and still only takes up ONE hardpoint restriction.
--LRM's: again either way. I agree with the idea of preventing SLRM20 boats that have no minimum range. the scaling damage however will be painful game engine-wise, and I'd bet my Atlas that the other reason the scaled damage for min range PPC's was removed was not just for the sake of weapon balancing, but also for reducing in game calculations (minor I know, but every little bit helps). keep working on it.
so we REALLY need to hear about AC's, cause right now that is a meta weapon, and brand-spanking new Clan AC's are gonna make heads roll when they come out.
specifically on mech customization and hardpoints:
cool ideas, it keeps the omni mechs customizable while still keeping a unique flavor. not too sure how much I like the idea of "locked" hardpoints for armor, FF, ENDO, and DHS though, because that in some ways KILLS the ability to be unique and play a desired role. then again, people say that necessity is the mother of creativity and invention. if someone needs to find a way, they will. keep working on it and take advice as it comes in.
the sticker is locked armor numbers. that just can't be, as everyone here has already stated, TT values do not hold in this environment where people can min/max to their hearts content. we need control of those numbers to adapt accordingly.
I agree with everyone that one HUGE balancing mechanic that needs to be implemented is CLAN VS IS by way of 4v5 10v12 matchups, its one very simple yet effective way to keep clan tech under wraps while minimizing advantage of clan tech. agreed that none of that accounts for player skill and no player will stick to pure clan combat rules, but that just goes to show that we need better matchmaking overall to balance skill and allow players to play against people they know are their caliber.
Battle Values is a very possible way of balancing matches, and you need to look into that.
one idea i have for "purchasing" omni mechs:
my idea works along the lines of "Tabula Rasa" or blank slate. purchasing an omni mech means having the option to buy a base chassis minus all the fancy weapons and stuffs. the omni would have pods relative to a configuration or none at all, and then pods for swapping in and out can be purchased individually from another omni mech. so you have the D config, and the left arm has two energy slots in that pod? well just pick up the C configs left arm which has that ballistic missile combo you want, minus a whole new mech. if you want all of the pods in that config? just buy the whole config as another chassis.
honestly though, the whole pod thing isn't all that bad. sure we don't get the full ability to play "true" omni mechs, but I think I can see the balancing benefits in the long run
to everyone who is ready to bash on my feedback please read below, if you aren't about to hate on me, then don't read this, its not meant for you:
TT values never will work in an active environment where you can pick and choose what you are shooting at. the whole point of TT values and rules work because they have a randomization factor aka DICE. translate that kind of randomness to an FPS where you have pin-point accuracy and much more free range over customizing chassis, and get back to me on that.
that issue is WHY we have so many balancing challenges and needs for balancing clan tech. TT to FPS does not translate easily at all. it needs tweaks and just doing ISvClan matches will not suffice. we all saw how wonderful the alpha meta was before with just limited hardpoints, imagine that now with NO RESTRICTIONS WHATSOEVER!!!! oh a Dire Wolf with 3 AC20 and JJ?? WHY NOT!!!! we already have issues with boating meta even with the abomination that is Ghost Heat, lets not exasperate the problem even more with true restriction-less hardpoints.
to any new and inexperienced players joining the game if we had true omni mechs would be a hellish nightmare; going into a fight and facing omni mechs min/maxed by some of the veterans (with or without PGI's amendments to Clan tech) here is just scary enough for me.
"well they shouldn't be playing against vets then" you and I both know that the matchmaker will dump newbs with vets from time to time, and more than any of us would like to see.
my whole point is this: besides saying "XYZ is {Scrap} you shouldn't do it PGI", try to look at the whole picture, and then give some feedback saying "I dont like this because ABC, instead try this".... anything else will just get ignored and stirs up more vitriol among the community here where we don't need it. what we need is a unified voice giving them advice.
"it never worked before talking to PGI" keep trying, and do what many shamed founders and phoenix buyers like myself are doing, act with your wallet and don't buy in till we see the things in-game that are needed like CW and U.I. 2.0. action speaks louder than words.
Edited by Draxist, 15 December 2013 - 11:32 AM.