Clan Technology - A Design Perspective - Feedback
#1021
Posted 17 December 2013 - 04:51 PM
I am curious if other ideas of balance had been explored such as having clan weapons, equipment and omni-mechs maintain more of their technological superiority but bear a price tag commensurate with their relative availability to Inner Sphere pilots (scarce as hen's teeth). Or perhaps requiring more expensive mech and pilot skills to use Clan Tech proficiently. I can foresee that this perhaps merely 'gates' the diffusion of clan tech into the innersphere, rendering the IS tech obsolete in time, but that's what kind of happens in the lore anyway. In time, as a direct consequence of conflict with the Clans, the IS tech catches up with Clan tech. So purchasing an IS laser manufactured in 3063 should be much improved over one manufactured 'today'. Perhaps instead of nerfing clan tech and running the risk of erasing a portion of their flavour, one might start introducing 'mark II' variants of IS weapons/equipment? New variants of existing mechs could be added bearing new loadouts to reflect the improved technology.
Anyway, the game is a lot of fun, you guys are doing a great job keeping this franchise fresh and accessible. Best mechwarrior game since Mechwarrior 2: Mercenaries. (All you need now is an intro cinematic that is as awesome as it is chilling).
#1022
Posted 17 December 2013 - 04:58 PM
MonoXideAtWork, on 17 December 2013 - 04:40 PM, said:
First off, I want to specify that this is my first mechwarrior game. I recognize that I am not the core battletech/mechwarrior demographic.
That is a good thing. You ARE the target demographic because they want NEW players to come on board.
Welcome by the way, use old timer mech jocks are actually pretty cool despite the uproar recently. Just passionate
If a new to the franchise player is questioning the strategy as well as us crusty oldies then there is a serious issue.
#1023
Posted 17 December 2013 - 04:58 PM
But I'm only after Bushwackers and heavy gause's , so im kinda biased!
#1024
Posted 17 December 2013 - 05:04 PM
or maybe a challenge matches where the clan side maxes out at say 6 mechs and the IS gets 12; but clan weapons remain under normal rules....
or use elo to balance out fights, putting clan on one side and IS on the other (like in the lore). assign each mech a point value, and when making a match give the IS team X points more then the clan team, and the match doesn't settle/go for lesser conditions in the match up.
I like the idea of recreating the IS v clan fights and balance out on the elo side with number of mechs/tonnage
#1025
Posted 17 December 2013 - 05:05 PM
#1026
Posted 17 December 2013 - 05:26 PM
try
1. clan stuff costing a lot more
2. give clan mechs a higher +% drop ratio (making 12-8 style drops)
(this presumes you dont limit clan mechs)
#1027
Posted 17 December 2013 - 05:51 PM
Give Inner Sphere mechs lots of extra module slots compared to clan tech. So, if a clan mech gets 1 or 2, then an IS mech gets 13 or 14 or 15. That way the clan mech can have much better tech, while not necessarily having a bigger impact on the match. Throw out a bunch of new modules that offer performance increases or durability buffs and you could reach parity of effect.
Is anyone still reading constructive feedback at page 52?
No?
Aww, fiddlesticks.
#1028
Posted 17 December 2013 - 06:04 PM
mark v92, on 14 December 2013 - 02:34 PM, said:
they can have a lot of armor but if there is a lot on the back you will miss that on the front. if you take a look at the atlas DDC which has almost full armor. it has 28 armor on the rear and 82 on the legs. who needs that? you can get an other 10 points on your front which helps a lot and well for the legs you can get rid of 40 points on both legs
The atlas consists of 100 (standing/walking/running) tons and thus need definitely this huge amount of leg protection
btw. i hope u guys at pgi will do it right... i realy hope so
#1029
Posted 17 December 2013 - 06:20 PM
Throwing some ideas into the pot:
1. Don't add the weight multiplier on a group Clan vs IS basis. Track the average ELO (with ELO decay with disuse) of each Mech class and tune the weight multiplier per Mech until ELOs of all Mech designs are equal. As a bonus, good pilots of under-used Mechs will perform unusually well, leading to more Mech diversity on the field. If one team goes over X total value, the team deploys with fewer than 12.
2. Keep all Clan weapons stock, allow them on IS mechs, and allow them to make IS weapons obsolete. Nobody will cry over the loss. No balance issues, no long term harm done, consistent with canon. Cut back the value of X in point 1 if (when) the Alpha'splosions become too crazy, or people will learn to be very, very cautious.
3. Provide a 'pure' and a 'mixed' game mode so people can select Clan v Clan, IS vs IS, Clan vs IS OR Mixed vs Mixed.
If you start 'balancing' weapons (it's impossible, btw), beware Clan fans and/or canon fans and/or people who've had their favorite weapon nerfed relative to game history or canon and/or people who have invested significantly in IS Mechs. Oh wait... I just described everyone.
*Full disclosure: At this stage I'm planning to run an IS Mech with Clan weapons. I'm seriously considering the Clan pack but I'm worried about stock armor distribution, canon or no. For the record, I thought the limited size per weapon slot of MW4 was far more elegant than heat-gimping.
<unrelated>
1. Remove gold mechs. Please. They're an insult to fans and an embarrasment to you, the devs.
2. Variability in the temp of each map to simulate weather would add some spice.
</unrelated>
#1030
Posted 17 December 2013 - 06:59 PM
Well, it's a good thing the hellbringer isn't included then. Over-heat and under-armored, it would be an unsalvageable mess. Most clan mechs are paper thin and rely on ER and high damage weapons to engage their contemporaries.
If this goes through, the only Omni frames that will see use will be the ones with traits closest the current meta, and have max-per-weight CT armor. (Absolutely suicide to not max CT in this game due to gunnery skills.)
Basically none, save maybe the Summoner.
Edited by NovaFury, 17 December 2013 - 07:08 PM.
#1031
Posted 17 December 2013 - 07:03 PM
As for the clan tech. The only thing I dislike about this is that it is clearly an advantage to own clan tech. Currently, the grind to purchase a mech in the game is insane (I've been grinding for a month+ to get a new victor) and it looks like I'll have to turn around and do it all over again. I would love to see a double credits event for the first month this is out.. or SOMETHING to make it easier to transition.
#1032
Posted 17 December 2013 - 07:12 PM
1) Lasers
Since Clan tech is based on SLDF technology (lore) then why mess around the energy weapons too much? The 3050 Inner-Sphere (IS) weapons such as pulse laser and ER Large laser were supposed to be based on recovered SLDF memory cores, were they not? An energy weapon balance would be as simple as keeping the ER Large laser the same for both IS and Clans. Clans could start with ER Small and ER Medium lasers too, just ones that are heat, range and damage scaled to he ER Large laser. The if IS Mechs start equipping them you end up with no imbalance between the factions. As an added design bonus we'd all end up with ER Small and ER Medium lasers with the same damage as mundane lasers but higher heat and range (different but at a cost).
Pulse lasers could do with some upgrading anyway... so why not have Clan pulse lasers be an improvement over IS ones but at a heat cost? Example:
Large Clan Pulse -- 7 tons, 11 damage, 11 heat, 480m range
Med Clan Pulse -- 2 tons, 6 damage, 6 heat, 240m range
Small Clan Pulse -- 1 ton, 3.4 damage, 3.4 heat, 120m range
Clan ER PPC might look like this:
7 tons, 15 damage, 20 heat, 810m range
None of these are old TT values exactly, yet do represent some upgrades without being totally ridiculous, and each upgrade comes at a price/cost in use, not just based on purchase price. Something similar to this proposal could be viable without automatically making IS energy weapons obsolete.
SRM, LRM and AC are a whole different kettle of fish.
LRM's, SRM's and AC's are a whole different kettle of fish. There are ways to make them different yet not totally overpowered, but those adjustments will certainly be more challenging to balance out.
I would much rather see the Clan technology have balance with IS tech so that the Clan equipment is not an auto-win vs. IS equipment. In other words: lore can take a back seat to better game design. My preference would be to have Clan ammo tech with weight and size advantages without better range and at a trade-off of higher heat and/or slower reload times.
#1033
Posted 17 December 2013 - 07:22 PM
OmniMechs should possess select hardpoint slots capable of accepting any type of weapon, as in MechWarrior 4. Simple. Efficient. Easy-to-understand. And it WORKS.
That "swapping components back and forth from other variants" {Scrap} is rotten, rotten nonsense and needs to DIAF. It's nothing more than a grind scam, and a poorly-veiled one at that. You're better than that, PGI. You fellows have done right so far in avoiding the ROFLGRIND crumminess of FTP. Don't let this be your first misstep.
#1034
Posted 17 December 2013 - 07:23 PM
I'm already fed up to the gills with this game. It's sad, too, because it's really amazing with just what they have so far.
But, as I feared, the dev team has completely thrown "true to the source material" out the window in favor of "balance"...and it's still not balanced.
Want to balance Clan tech? Enforce Clan ROE. If you break zellbrigen, you lose all rewards for the mission. Don't like it? Don't play Clan, it's that simple.
The distortions to basic construction stats already in the game have already just about kicked me over the edge. This is just too much...it's ridiculous. Every day we get a new sale, and every day the bugs go unfixed, promised content goes unfulfilled.
So feedback? See the first line of this post.
#1035
Posted 17 December 2013 - 07:23 PM
Also as a light pilot i am pissed about the idea of a fixed engine size in mwo you have to be a fast light mech and the prime adder and kit fox only have a top speed of 97.2 kph. they will not last more than 20 seconds in combat if you don't allow engine customizations.
Edited by Stormagedon99, 17 December 2013 - 07:24 PM.
#1036
Posted 17 December 2013 - 07:29 PM
Silly.
Just make a Clan mech of certain tonnage take up a higher tonnage in matchmaking - say 10 to 20 tons. That way a clan mech has to engage and destroy a heavier IS mech to break even in the match. In order to take a 100t Omni a side has to significantly sacrifice weight in other classes...
Edited by Killashnikov, 17 December 2013 - 07:30 PM.
#1037
Posted 17 December 2013 - 07:29 PM
I support free-to-play games that are made by developers with players in mind and a pure transparency in how they operate; Digital Extremes (Warframe) being one of many. I've spent over $300 WILLINGLY on Warframe because I like how they operate. They explain what they're working on and why, they are completely responsive to criticism and issues, the consistently communicate to their playerbase, and get ready for this; They don't charge hundreds upon hundreds for advantageous gear.
You've lost all of my respect PI. I'm never giving you a dollar. Get your head out of your *** and do things right. You're better than this.
#1038
Posted 17 December 2013 - 07:31 PM



Yeah Just Nerf the Clans... that makes sense
#1039
Posted 17 December 2013 - 07:39 PM
However, I do think it's a bit ridiculous to alter Clan tonnages after so much time and effort has been spent to ensure that stock variants keep their stock configurations.
Given that engine weights and armor will be set in stone for Clan 'mechs, I think that tweaking heat and damage values for Clan weapons will probably be sufficient.
Edited by Pale Jackal, 17 December 2013 - 07:39 PM.
#1040
Posted 17 December 2013 - 07:45 PM
The only way to encourage people to play IS 'mechs is to allow IS 'mechs to buy certain types of Clan equipment or to make Clan 'mechs horribly crippled in some way, but that seems unlikely to please people who paid $250 or more.
Actually, there might be another - Clan 'mech armor values being very light compared to an IS 'mech of the same weight. That may well turn the tide as well.
I don't know. The cynic in me thinks this a play for a bunch of funds before the project wraps up.
Edited by Alaric Hasek, 17 December 2013 - 07:48 PM.
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