Clan Technology - A Design Perspective - Feedback
#181
Posted 14 December 2013 - 04:33 PM
#182
Posted 14 December 2013 - 04:33 PM
#183
Posted 14 December 2013 - 04:33 PM
#184
Posted 14 December 2013 - 04:34 PM
#185
Posted 14 December 2013 - 04:35 PM
First read from Paul and the Team sounds good... and pretty fair as to the entire balancing issue... so it's just a matter of wait and see how things will play out... tho' honestly, I'm sure they'll do what's best in the end...
#186
Posted 14 December 2013 - 04:37 PM
Locan Ravok, on 14 December 2013 - 03:55 PM, said:
BattleValue(2.0) and Star (5 Clan 'Mechs) vs Company (12 IS 'Mechs) is the only way. Instead of trying to reinvent the wheel with Tonnage limits, use BV and numbers. The BV system includes calculations for "better pilots" (cf. Elo), so use that also on some scale you can tweak to reasonability.
Do not mess with Clan tech tonnage and space allocation. Do not mess with Clan tech damage significantly. Beam duration? Really? So in your fluff, Clan engineers have spent 300 years making weapons WORSE than when they started with Star League tech? Let them be unbelievably better. It SHOULD take 2+ IS 'Mechs' working together to take down one Clan front-line OmniMech/pilot. IS tech is all about "working together" (cf. C3). Use that. Don't ruin the IP with unnecessary tweaks.
BV > all
This is my first MWO "brown soup" forum post ever. It is also likely my last just because I don't want to get dragged in. For the record, on FAITH ALONE at this point, as a Legendary Founder, Overlord Phoenix, Sabre Reinforcment, and now Warhawk package purchaser (and 1-2 significant MC-only purchases along the way), I very much want you to succeed. Good luck.
On a wing and a prayer, I suppose...
*Edit*
I should also say that I bought the package because I love the Warhawk/Masakari above all others -- but that I'm Davion as my tag suggests (plus some Merc/FRR leanings) and will likely not prioritise Clan 'Mech play for anything other than fun and occasional nuance.
Edited by ipox, 14 December 2013 - 04:44 PM.
#187
Posted 14 December 2013 - 04:38 PM
#188
Posted 14 December 2013 - 04:38 PM
Examples:
Clan LRMs could have a shorter max range and no min range, more heat, limited tracking closer than 180m, etc.
#190
Posted 14 December 2013 - 04:42 PM
Stickjock, on 14 December 2013 - 04:35 PM, said:
First read from Paul and the Team sounds good... and pretty fair as to the entire balancing issue... so it's just a matter of wait and see how things will play out... tho' honestly, I'm sure they'll do what's best in the end...
Again it doesn't matter what nerfs they do if ultimately it is better.
You could take Clan tech and make it COMPLETELY the same, but keep the Clan weights and tonnage - or even just subtract 1 ton from each gun, let's not go crazy - and that's STILL better than IS stuff.
IT doesn't matter if it's LESS better than before, it's STILL better.
It cannot be balanced without a value system like you say, period.
#191
Posted 14 December 2013 - 04:43 PM
*eyes Kit Fox*
Oh, my, that mech is dead on arrival in this game. No, really. 97kph at ~73% armor. On a 30 ton mech. In this game's meta I can already hear the howling.
At least I don't think any of the remaining mechs is as badly armored. And yeah, you should be able to put jumpjets in pod-space, at least!
#192
Posted 14 December 2013 - 04:45 PM
#193
Posted 14 December 2013 - 04:46 PM
Overall, a rather promising first post on the issue from the devs.
#194
Posted 14 December 2013 - 04:46 PM
#195
Posted 14 December 2013 - 04:47 PM
I also hope we can strip and add armor despite everything. The fact that we can do it on IS mechs is contradictory to Canon. Having like 15/19 tons on your front as an atlas would make you topple over and faceplant if you so much as looked at something from the wrong angle if weight distribution was a concern to the design.
#196
Posted 14 December 2013 - 04:48 PM
Praehotec8, on 14 December 2013 - 04:22 PM, said:
Imagine how the jagermech would be if they all had to run the stock armor. I don't think I need say anything else to make my point. This idea needs to be thought through a little more.
Edit: okay, also the fact that engine size and torso twist speed/aiming ability is a big deal. Imaging if all mechs ran their stock engine... I worry a little that the clans may be UNDERPOWERED.
More than underpowered. There will bo NO way to put in a lighter engine/decrease weight otherwise to help make the mechs more heat neutral.
These will all be hot, heavy, underarmored, slow mechs that only have range going for them. And even that is going to be cut back. Looks like the inner sphere mech will be the OP clan mechs. Especially since they will have better armor numbers and engines to play with. Then give them clan weapons and the ability with to mount EVEN MORE heat sinks then the clans. The ONLY purpose of a clan mech is going to be target practice. Especially on the maps we have now.
Edited by Bartholomew bartholomew, 14 December 2013 - 04:49 PM.
#197
Posted 14 December 2013 - 04:50 PM
#198
Posted 14 December 2013 - 04:50 PM
#199
Posted 14 December 2013 - 04:52 PM
Still curious about whether the mech packs are even playable by everyone, or do you need to pick Clan to play them.
240 is a much bit to pay to watch digital mechs rust in the hanger.
#200
Posted 14 December 2013 - 04:52 PM
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