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Clan Technology - A Design Perspective - Feedback


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#1681 Whatzituyah

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Posted 06 January 2014 - 12:33 AM

View PostRusshuster, on 05 January 2014 - 11:15 AM, said:

@ Whatzituyah
certainly not it doesnt refere to that what makes you think so? in the name generation there is no ß so i had to chose ss
its german translatet the name should be like Sootcougher or Smokecougher

@ Serpentbane

i think youre right in the time aspect ist is, like statet in a former posting, way to early to introduce clans
better it would have been to manifest the warfare first let establish houses and mercenaries, maybe even run a conquer
game round to split up the inner sphere star map to the houses and then the time is ripe for the clans, but well it s like it is
a messed up timeline,


Sorry I miss read I know there is someone saying that they hate a dev.

#1682 Russhuster

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Posted 06 January 2014 - 03:35 AM

no hatred anywhere near

#1683 keith

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Posted 06 January 2014 - 07:23 AM

i am wondering something. lets assume PGI doesn't go under and makes it to getting lvl 3 IS tech. all the fun stuff they have light guass, racs, IS uacs are they going to make them as nerfed as clan tech? what about IS omnis if i remember stuff like the avatar could change its armor around. seems a bit unfair to give IS these amazing mechs once they get to a certain time line and give the clans the shaft.

#1684 Taemien

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Posted 06 January 2014 - 08:56 AM

View Postkeith, on 06 January 2014 - 07:23 AM, said:

i am wondering something. lets assume PGI doesn't go under and makes it to getting lvl 3 IS tech. all the fun stuff they have light guass, racs, IS uacs are they going to make them as nerfed as clan tech? what about IS omnis if i remember stuff like the avatar could change its armor around. seems a bit unfair to give IS these amazing mechs once they get to a certain time line and give the clans the shaft.


Avatar could NOT change its armor around. It also had 2 HARDMOUNTED Medium Lasers in its center torso. And just a FYI, Light Gauss, RACs, and Heavy Guass are level 2 (this was changed when it became Classic Btech for a short while). These weapons were balanced around 3025 tech by weight and criticals. RAC 5s for example weigh and take more criticals, Light Guass only deals 8 damage. Later IS mechs commonly mount Medium Lasers, AC5s, PPCs, ect for a reason.

Besides, did you forget that clans also get Heavy Lasers, Advanced Tactical Missiles, and if we're talking level 3 tech (even though its a dated term), they ALSO get Rotary AC5s? Cept of course.. they take more criticals than their IS counterpart. Which is a fair trade off considering LRMs, PPCs, ect weigh less for clans all the while.

In short.. the Clans get some nice toys later too. There's nothing to worry about.

#1685 RoboticRooster

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Posted 06 January 2014 - 02:16 PM

Engine type and rating locked, armor amount and distribution locked. So the lights are dead on arrival, and any variant without max armor is gimped. Crit slots aren't dynamic, so optimizing builds will be a pain. No CW so the clan invasion doesn't even mean anything. Totally worth the obscene prices.

Edited by RoboticRooster, 06 January 2014 - 02:17 PM.


#1686 Red squirrel

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Posted 07 January 2014 - 12:39 AM

View PostNjal, on 14 December 2013 - 02:15 PM, said:

One of the things that helped the IS againt the clans was double tonnage and physical attacks which the clanners refused to use. So make a MadCat worth 150tons in matchmaking and allow us to kick it to pieces. In that case i would not care for weapons balancing.


This might be the single best idea to balance clan mechs.

#1687 Sandtiger

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Posted 07 January 2014 - 07:15 AM

This post is not mine. I liked it so much that I have posted it here for Master Maniac. Whom I wish I was as cool as he. I agree with EVERYTHING he has stated below. It is ingenius, please take the time to read, as it has some very valid points.




No speeches. No dramatics. No lengthy diatribes. I'm here to do Clan Tech for you.

You're welcome.

LRMs vs Clan LRMs
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Clan LRMs weigh less, take up less critical slots, and have no minimal range - therefore, they are automatically "better" than IS LRMs, right?

Wrong.

All the above should be true in MWO, but that's not the end of the differences.

Clans have quite the distaste for "support" tactics, and only resort to them sparingly and, even then, when strictly necessary. This should be reflected in CLRMs. Clan LRMs *CANNOT* lock without *direct* line of sight with their intended target. No piggybacking locks.

In exchange, Clan LRMs achieve lock very quickly - at roughly half the time it takes for IS LRM weapons - and with their lack of a minimal arming range, they are flexible weapons, useful at a variety of distances. They break lock all but instantly, however, so pilots must keep their reticule on target in order to fire with accuracy.

These differences give Clan LRMs a very unique flavor. Since they are tied to a 'Mech's fire control system, Clan and IS LRMs are not compatible with each other. This means that pilots seeking a pure support role are going to want to stick with Inner Sphere variants, while those who want a more flexible, multiple-role loadout might gravitate towards Clan LRMs.

CLRMs excel at softening up distant targets prior to an up-close engagement, and are quick and easy to handle. Their flight characteristics differ from standard LRMs in that they fire in a spread, and mid-flight they merge into a tighter cluster. This is intended to maximise the chance of scoring impacts on close-range targets. A side effect of this is much more spread-out damage the closer the target is to the shooter.

In light of this behavior, as well as the increased tonnage and space requirements for the bulky LRM launchers, Clan LRMs are by themselves a poor substitute for SRMs, although they can serve adequately in close combat should the need arise.

Also limiting the usefulness of the Clan LRM in close-in battle is the slow speed and sluggish maneuverability of the missiles themselves. Fast moving or low-profile targets can evade the better part of a salvo with relative ease due to the speed, spread, and vertical angle of attack when sufficiently close to the shooter. Clan LRMs find their "sweet spot" to be intermediate range engagements, in which target acquisition is easier for the pilot, and shot grouping becomes more consistent.

CONCISE: Clan LRMs demand a greater degree of skill than most weapons. They are extremely flexible and offer reliable damage output, but they require a very steady hand and a constant focus on a single target as locks break easily. The requirement to stay glued to a target for the duration of a salvo can result in tunnel vision, and can lead an unskilled pilot to an early death if they fail to mind their position and situation.

The reduced weight and critical slot consumption are also points of interest for Mechwarriors who wish to vary their 'Mech's loadout.
--------------------


Clan SRMs
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Clan SRMs are lighter than IS launchers, making them more effective backup weapons when tonnage is a concern. However, Clan SRM launchers are unable to dish out that stunning, ever-so-impressive wallop of close range single-shot damage that IS launchers are capable of, as they operate in staggered bursts due to their streamlined design. They are, however, much more accurate, and fly straighter and longer to their target.

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Lasers! (Our examples shall be ER Large Lasers compared with Clan ER Large Lasers)
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The general consensus is that Clan lasers are strictly *better* than their Inner Sphere counterparts. Chiefly, they do more damage, feature better range, have less weight, and occupy less slots. It doesn't seem at all unreasonable to simply label them "better" and leave it at that.

But that would be lazy.

In MWO, ER Large Lasers feature good range, 9 damage, and moderately high heat generation. They are also able to output the full capacity of their damage in a fairly short amount of time, thanks to a reasonably short beam duration.

Clan ER Large Lasers *do* indeed do more damage...if you can keep your beam on target long enough to deliver it. Yes, no freebies. The increased damage capacity of the bigger, beefier brother of the ER Large Laser must be delivered in the form of a full 0.75 seconds of additional beam discharge. That might not sound like much, but adding almost an entire second to the Clan ER LL's burn time is a really, really big deal. Instead of dealing 9 points of damage, with the Clan variant a pilot is able to score as much as 13 points in a single shot - but they have to work for it. The weapon actually does *less* damage than its standard variant in the same amount of time. In order to deliver maximum damage, the beam must be held on the enemy for a noticeably longer duration.

Keeping the beam on target for such a long time requires exceptional accuracy and focus, and the extra time spent burning directly translates into more time generating heat. Once the weapon is triggered, there's no stopping it until its duration is up, so the decision to fire the heat-heavy Clan ER Large Laser is not one to be made lightly. The lengthy burn time also means that those extra points of damage are likely to be spread around the various sections of a moving, fighting, and evasive enemy 'Mech, rather than concentrated on a single component. Skill, practice, and superior positioning can mitigate this effect.

The Clan ER LL enjoys a very generous maximum range boost over the already impressive standard variant, but again the increased beam duration comes into play. Extreme range engagement is more of a possibility with the Clan variant, but can be incredibly tricky with anything less than stellar aim.

CONCISE: Clan laser weapons require a much higher degree of skill than their IS counterparts. Core features include much increased damage, long beam burn times, *slightly* slower recharge durations, moderately increased heat generation, less overall weight, and less slot requirements. These characteristics run across the board with all classes of Clan laser weapons, from small to large.

Firing a Clan laser is riskier overall than firing an IS laser. Shot placement is much more important, and a steady hand is required to ensure the much-improved potential damage is placed effectively on the target. The weapons are much less forgiving, but ultimately more rewarding...and more punishing for players who carelessly discharge their weapons due to the increased heat generation and slightly slower recycling.

Chain fire can be an effective use of grouped Clan lasers. The increased damage, improved range, and greater overall utility of Clan lasers make them much more attractive - and viable - "side" weapons for rounding out a 'Mech's arsenal than their more nuanced Inner Sphere counterparts.

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CLAN PULSE LASERS!
---------------------

Oh, boy. The cat's out of the bag.

People are either going to love this, or hate it.

Clan pulse lasers function *nothing* like IS pulse lasers. Instead, they fire like Mechwarrior 3 pulse lasers.

*GASP*

For those not familiar with Mechwarrior 3, pulse lasers in that game were continous beam weapons that projected a constant beam for as long as the weapon was triggered. The beam would remain until the player let go of the weapon's trigger, or until the weapon's charge was fully consumed.

How would this work in MWO? Simple. It'd be much the same as before. A Clan Pulse Laser would feature a prominent colored bar in its weapon tab that would shrink as the weapon is fired. The color would phase from green to yellow, orange, and red as the bar depletes for further graphical reinforcement. This bar represents the weapon's charge state. In order to recharge, the weapon must not be fired until its cooldown time is allowed to pass, after which time the weapon's charge is restored fully.

The real trick here is that the player is free to spend the Clan Pulse Laser's charge as they please - they can essentially utilize the weapon's "duration" in whatever way they like by triggering the weapon at any time, so long as there is some charge remaining in the bar. The Clan Pulse Laser has the advantage of not forcing a pilot to discharge the weapon all in one go, generating full heat and forcing a delay between shots. These weapons can themselves be "pulsed" with timed button presses, maximizing accuracy in the right hands, and enabling more precise heat management. Important to note is the fact that the weapon must be left alone for its entire cooldown duration in order to recharge.

Even if the weapon is only half-way depleted of its charge, it must still go without being fired for the full cooldown in order to recharge. Discharging the weapon partially does not increase the charge bar's lifespan, or shorten its cooldown duration. Careful trigger discipline, and firing in short, controlled bursts provides no advantage other than spending the weapon's duration more wisely, with greater accuracy, and keeping heat levels low. As Pulse Lasers only generate heat when they are actively projecting a beam, skilled pilots can use the interruptable discharge to their advantage by cutting the weapon off when heat levels elevate.

Of course, this trigger discipline requires focus and attention. A full discharge from a Clan Pulse Laser produces more heat than a single discharge from their Inner Sphere contemporary - almost an additional half. Clan Pulse Lasers do much more damage, though, and with better range. However, their damage falloff at range is *greater* than IS Pulse Lasers, in that while their max range is increased, their full-damage, effective range is shorter. The Clan Pulse Laser's long maximum range but short full effective range further serves to make the weapon unique. The increased heat, damage, and range mean that heat/damage ratios *can* be more manageable, but at the same time they can be much more *unmanageable* if care is not exercised.

Clan Pulse Lasers can be a real treat to play with, with a heat scale and an interactivity factor that provide a dynamic, skill-based approach to combat. Heat management becomes very engaging, as pilots are tested second by second to decide which is more important - raw damage, or accuracy and staying power.

Plus, Clan Pulse Lasers "budda budda" as long as you hold the trigger. How cool is THAT?
-----------------------


Clan Autocannons

-----------------------

Lighter and more compact than IS Autocannons, but slightly more fragile, Clan Autocannons also feature some hefty recoil which can throw a pilot's aim way off target depending on the caliber. Clan Autocannons can be tough to pair with other weapons given the aim disruption, but the reduced weight and critical slot requirements make them very attractive.

Clan AC's utilize somewhat complicated feeding mechanisms due to the focus on compactness, which results in a slower reload and a reduced rate of fire. Used casings remain in the weapon's chamber for a longer duration, as well, causing a greater heat buildup.

-----------------------


OVERALL THEME: Well, you've read this far, so I might as well explain my position on this. MWO needs more weapons. It needs more weapon *variety,* and it doesn't necessarily have to be word-for-word consistent with canon, as all Mechwarrior computer games are considered "quasi-canonical" anyway. What's the word? Apocryphical? I'm sure I'm not spelling that correctly.

But, whatever. The point is that Clan weapons could have their own unique flavor. Their own brand of playstyle. Some of them might not be for everyone. Inner Sphere weapons could be great, reliable standbys, and mix and match well with Clan weapons (with some exceptions).

Clan weapons are in many ways better...but at what cost? That's the theme. They should be at times radically different. A Large Laser that weighs 4 tons and takes only one slot? Whoa! See, that's what we need more of. More flexibility is always a good thing.

How many support players are willing to sacrifice the ability to fire missiles at friendly locks, even if Clan tech allows for faster lockons, tighter volleys, and short range capability? How many brawlers are willing to load up on Clan lasers, knowing that their burn time requires arduous focus and great accuracy to be effective? Some players will do these things.

They'll learn, adapt, and play differently from the rest.

And *that* is how you do Clan Tech. No talk about "outclassing" weapons, no nonsense about how anything more "powerful" is inherently bad. Balance is bull. We don't want "balance." We don't want multi-colored variations of the same frikkin' laser beams. We want variety. Clan Tech is a great way to introduce a little of it, even if it means breaking canon a little bit. And I do mean "a little." Give the weapons pros and cons, and nature will take care of the rest.

Making the Clan ER Large Laser do one extra point of damage with 20% more heat, and maybe a slightly different firing sound, is just going to make us all mad.

#1688 Shae Starfyre

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Posted 07 January 2014 - 11:01 AM

I have not posted in a long time, and am very hesitant to but into this (package wise), but I am curious, and do not recall the lore, but what did IS do to counter Clab Tech?

Is there a method of balancing that can be done, for the right MC/C-Bill or change in IS design for a price or module that can be used as a balancing means that fits lore and prevents certain augmentations to Clan Tech that do not fit the lore?

#1689 Wolfways

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Posted 07 January 2014 - 12:17 PM

View PostSandtiger, on 07 January 2014 - 07:15 AM, said:

*snip*

Interesting post, but here's my idea.

Put Clan weapons in as is.
Yes they were OP in TT, but then again in TT all weapons could fire every turn (with some stock exceptions like the Awesome). In MWO heat is a massive factor in deciding when to fire weapons, so much that a pure energy mech is UP compared to a mech with AC's and/or SRM's.
Imo just the heat increase alone is a huge "nerf" for clan weapons.

Also, barely anyone fires LRM's directly. Indirect is the role where they are viable (in MWO) and limiting them to direct fire only means any other weapon is a better choice. LRM's are one of my favourite weapons in BT and wish they were more viable in direct fire, but PGI seem to prefer them as indirect fire weapons.

I'd also think that "balancing" the weapons as in your post would be viable if current DHS were increased to their original 2.0. At least then while AC's will still be better at least lasers will not be as bad as they are now.

#1690 Kayne Warden

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Posted 07 January 2014 - 03:27 PM

I haven't read all 85 pages, so maybe this has already been said. Here are my thoughts about how to bring clan tech into the game:

First, with implementation of clan mechs, let us (re-)create a character and pick our "race". IS or Clan. IS players can only use IS mechs and tech, clan players only clan stuff. Yes I know, everyone wants to play clan mechs (maybe except me). But hey, in a fantasy rpg noone complains about a monk that can't use that two handed sword... But you wanna sell clan mechs to everyone? All right. Let us create two characters per account. But for now, let us only fight clan vs clan, and IS vs IS. (Invasion hasn't startet yet, right?).
Bring faction warfare, and first keep it the same. Let clanners get used to their stuff, let them level their characters...

And at one point, let the invasion begin. If a clan unit meets an IS unit, simply balance by weight or numbers. Maybe 12 (IS company) vs 10 (clan binary) or even 16 vs 10.

In that case, you can keep the clan tech more powerful. Numbers will make up for it.
As for the tech itself: the biggest advantage of OmniMechs is their flexibility. Their weaponry can easily be adjusted to the needs of battle. That's why they don't need variants. They only have one variant per Mech. You can quickly switch the weapon modules. So, don't sell a clan Mech in variants, sell the mech and a number of module sets. (You get XP to the module set you use). A player could then set up all module sets and quickly choose the set of his liking in the starting screen of a map. River City? Get your brawler setup. Alpine Peaks? Get your sniper or LRM setup. THAT is the biggest advantage, the clanners have.
If you let us mix up the modules (right arm of setup A, left Arm of B...), one thing will happen: More boating, leading to more nerfing and so on and so on... And no, we don't need a 100 ton daishi with 4 gauss rifles. What we need is more Battletech.

BTW: instead of restricting the clan mechs more than those IS models (fixed engine, armor etc...) you should restrict IS mechs a bit more. No big guns on small mechs, except they where especially build for it (Hunchback, Hollander...), No Endo Steel, if the variant hasn't been build on it (hey, changing structure, armor and engine simply means tearing the mech apart and build a new one). But I guess that has been discussed already.

#1691 MadFJohn

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Posted 07 January 2014 - 04:23 PM

just skimmed this thread and will say if you change the tonneg of a clan weapon then you nullifying the builds of there mechs

#1692 Marcus Tanner

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Posted 07 January 2014 - 06:47 PM

View PostTaemien, on 06 January 2014 - 08:56 AM, said:

Avatar could NOT change its armor around.
Neither could a Highlander.

Omnimechs are just as customizable as battlemechs. Pods simply allow some forms of customization to be done more quickly and easily.

View PostAphoticus, on 07 January 2014 - 11:01 AM, said:

I have not posted in a long time, and am very hesitant to but into this (package wise), but I am curious, and do not recall the lore, but what did IS do to counter Clab Tech?
Nothing. Clan weapons are still strictly better 100 years later in the canon timeline.

Inner Sphere forces began using clan tech in some places, but the process of switching over the manufacturing facilities seems to be glacial in the background. It takes longer for Inner Sphere techs to reverse engineer clan tech and re-tool facilities than it did to invent clan tech in the first place.

View PostJack Warde, on 07 January 2014 - 03:27 PM, said:

I haven't read all 85 pages, so maybe this has already been said. Here are my thoughts about how to bring clan tech into the game:

First, with implementation of clan mechs, let us (re-)create a character and pick our "race". IS or Clan. IS players can only use IS mechs and tech, clan players only clan stuff.
Clan mechs aren't necessarily driven by clan pilots. Inner Sphere forces use captured, purchased or fabricated clan mechs and clan forces have been known to use Inner Sphere mechs (usually when that's all that is available).

clan mech =/= clan pilot
clan pilot =/= clan honor

#1693 Kayne Warden

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Posted 08 January 2014 - 01:22 AM

View PostMarcus Tanner, on 07 January 2014 - 06:47 PM, said:

Clan mechs aren't necessarily driven by clan pilots. Inner Sphere forces use captured, purchased or fabricated clan mechs and clan forces have been known to use Inner Sphere mechs (usually when that's all that is available).

clan mech =/= clan pilot
clan pilot =/= clan honor


Who cares? I guess a balanced game, and a reason to use all mech types, is more important, than everything else. And the differences between the two sides is what makes the Battletech Clan-era interesting.

In reality that monk could use a two-handed sword, right?

#1694 Wolfways

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Posted 08 January 2014 - 01:52 AM

View PostJack Warde, on 08 January 2014 - 01:22 AM, said:


Who cares? I guess a balanced game, and a reason to use all mech types, is more important, than everything else. And the differences between the two sides is what makes the Battletech Clan-era interesting.

In reality that monk could use a two-handed sword, right?

I guess the question is "are PGI sticking to the timeline?" If so i doubt any IS pilots had access to Clan mechs at the start of the invasion.

#1695 Taemien

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Posted 08 January 2014 - 03:33 AM

View PostMarcus Tanner, on 07 January 2014 - 06:47 PM, said:

Neither could a Highlander.

Omnimechs are just as customizable as battlemechs. Pods simply allow some forms of customization to be done more quickly and easily.


Highlander can change anything. Omnimechs cannot.

Sorry but your opinion is negated by facts.

#1696 Alexandrix

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Posted 08 January 2014 - 04:30 AM

View PostTaemien, on 08 January 2014 - 03:33 AM, said:


Highlander can change anything. Omnimechs cannot.

Sorry but your opinion is negated by facts.


and double heat sinks reduce heat by 2 as well :(

I think it's time we give up on mwo adhering to anything relating to bt/mw "facts" :(

That boat has sailed.

Sure,battlemechs could change anything in the right circumstance,but a lot of those changes took large scale facilities like factories.changing the engine or entire skeleton out wasn't exactly a field tech level job.it took a long time and a load of resources to accomplish.it wasn't done by a few mouse clicks in a mechlab.

Mwo lacks this limitation.it takes niether time,nor exorbitant amounts of money to swap an engine out(assuming you have said engine).

Ergo,the main advantage of omnimechs over battlemechs(the ability to quickly and easily swap load outs depending on the situation at hand)is pretty much completely pointless.any mech can do that in mwo.

#1697 wanderer

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Posted 08 January 2014 - 04:56 AM

I think we're going the wrong way here. Clan tech should be better. Clan tech -is- better. Not different. Better.

What the Clans didn't get is numbers. Have a Clan 'Mech take up multiple slots in matchmaking vs. an IS machine and give it the performance it deserves. Everyone who's played knows what happens with numerical disadvantage in this game.

12 IS 'Mech vs. 8 Clan machines and tech advantage or not, you're gonna see some snowballs turning into avalanches. I'd say "12 vs 10", but that'd be balancing a bit rougher. If a match is "all Clan" or you put in a matchmaker "I don't care what tech I face", you can go 10 v 10 and have two honest Clan Stars going at each other.

Secondary advantage: It's easier to fill a game when you need fewer players to give the other side a challenge, speeding matchmaking.

But seriously, if all Clan tech is are variations on the theme, you're just making Clan play the same as IS. 3050-era tech IS units won with lower performance machinery, yet bigger numbers. You can tweak gameplay for Clan machines- make assists lower rewards (LESS HONOR!), solo kills higher rewards. The aforementioned matchmaker force size alterations. Make any mixed-tech force have a "lance" size of 3 rather than 4 if a Clan machine is in it. That sort of thing.

I'd like to see Clan forces as smaller numbers but more effective individually. Is that so hard?

#1698 Roland

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Posted 08 January 2014 - 06:13 AM

Well, honestly, even with numbers advantages in TT, the clans still crush the IS.... They had to introduce additional limitations, like clan honor rules. You can't coordinate fire, etc.

In an actual game, you can't really implement all that stuff... so the clans end up just being smurf tech.

#1699 Kayne Warden

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Posted 08 January 2014 - 07:09 AM

View Postwanderer, on 08 January 2014 - 04:56 AM, said:

I think we're going the wrong way here. Clan tech should be better. Clan tech -is- better. Not different. Better.

What the Clans didn't get is numbers. Have a Clan 'Mech take up multiple slots in matchmaking vs. an IS machine and give it the performance it deserves. Everyone who's played knows what happens with numerical disadvantage in this game.

12 IS 'Mech vs. 8 Clan machines and tech advantage or not, you're gonna see some snowballs turning into avalanches. I'd say "12 vs 10", but that'd be balancing a bit rougher. If a match is "all Clan" or you put in a matchmaker "I don't care what tech I face", you can go 10 v 10 and have two honest Clan Stars going at each other.

Secondary advantage: It's easier to fill a game when you need fewer players to give the other side a challenge, speeding matchmaking.

But seriously, if all Clan tech is are variations on the theme, you're just making Clan play the same as IS. 3050-era tech IS units won with lower performance machinery, yet bigger numbers. You can tweak gameplay for Clan machines- make assists lower rewards (LESS HONOR!), solo kills higher rewards. The aforementioned matchmaker force size alterations. Make any mixed-tech force have a "lance" size of 3 rather than 4 if a Clan machine is in it. That sort of thing.

I'd like to see Clan forces as smaller numbers but more effective individually. Is that so hard?


Whatever you do, you can't fix players. If there is an enemy in sight, everyone shoots. Better small bonus than none. You won't make ANYone, obey clan rules.
And everyone knows, how well matchmaking works atm. It won't become any better with clans in game. If you mix up, you mess up. I think, best would be a combination of numbers and different weightlimits.



View PostRoland, on 08 January 2014 - 06:13 AM, said:

Well, honestly, even with numbers advantages in TT, the clans still crush the IS.... They had to introduce additional limitations, like clan honor rules. You can't coordinate fire, etc.

In an actual game, you can't really implement all that stuff... so the clans end up just being smurf tech.

Well, about clans crushing IS... that was before IS used their own versions of clan tech. We're already doing this: ER Lasers, ER PPC and stuff like that. Not quite as good as original clan weapons, but much closer than the original stuff.

Edited by Jack Warde, 08 January 2014 - 07:10 AM.


#1700 Wolfways

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Posted 08 January 2014 - 07:43 AM

View PostJack Warde, on 08 January 2014 - 07:09 AM, said:

You won't make ANYone, obey clan rules.

I would obey clan rules. I'd be happy with getting no bonus/C-Bills/honour/whatever for breaking them :(





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