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Clan Technology - A Design Perspective - Feedback


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#1741 Taemien

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Posted 11 January 2014 - 02:39 PM

View Postwanderer, on 11 January 2014 - 11:39 AM, said:

Canonically, the Battletech cartoon is...a children's cartoon in the Inner Sphere.

No, seriously. That's exactly what it is as explained in the rulebook fluff, repeatedly. IS propaganda for kids to watch on Saturday mornings.


What he said. I think there's actually a source book for it too. I was almost tempted to get it and run it with my BattleTech group... but decided against it.

#1742 Hawk819

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Posted 12 January 2014 - 09:37 AM

well, it gets worse than this.

Inner Sphere

Ferro Fibrous slots: 14
Endo Steel Slots: 14

Clan

Ferro Fibrous: 7
Endo Steel: 7

MechWarrior Online
Clan Ferro slots: 12
Clan Endo slots: 12


If I want dumb down 'Mechs, I'll play Microsoft's version of stupidity. It's called MechWarrior 4! I can understand the weapons but this this absolutely ridiculous!

#1743 FupDup

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Posted 12 January 2014 - 09:42 AM

View Posthawk819, on 12 January 2014 - 09:37 AM, said:

MechWarrior Online
Clan Ferro slots: 12
Clan Endo slots: 12

Wait, where did you get this from?

#1744 Khobai

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Posted 12 January 2014 - 10:02 AM

Quote

MechWarrior Online
Clan Ferro slots: 12
Clan Endo slots: 12


I kindve doubt that. A lot of clan stock mechs wont work if ES/FF takes up 12 crits.

It would make way more sense if they kept clan ES/FS at 7 crits then lowered IS ES/FF to 10 crits. Because lowering crit slots wont ruin any stock builds. And it would make IS ES/FF more appealing since 14 crit slots is absurd even for ES.

This is what they should do IMO:

Clan ES = 7 crits and 50% weight internal structure
Clan FF = 7 crits and 20% more armor per ton

IS ES = 10 crits and 50% weight internal structure
IS FF = 10 crits and 20% more armor per ton (instead of 12% because it needs a buff)

Edited by Khobai, 12 January 2014 - 10:13 AM.


#1745 wanderer

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Posted 12 January 2014 - 11:15 AM

View Posthawk819, on 12 January 2014 - 09:37 AM, said:

well, it gets worse than this.

Inner Sphere

Ferro Fibrous slots: 14
Endo Steel Slots: 14

Clan

Ferro Fibrous: 7
Endo Steel: 7

MechWarrior Online
Clan Ferro slots: 12
Clan Endo slots: 12


If I want dumb down 'Mechs, I'll play Microsoft's version of stupidity. It's called MechWarrior 4! I can understand the weapons but this this absolutely ridiculous!


It's actually what needs to be done to make Clan designs doable- you can't redo critical spacing without rendering hordes of canonical designs impossible to build- because like many 3050 designs, Clan tech pushes to squeeze every space out of a 'Mech. You can't mess with crit spacing or tonnage, or people are going to find "Hey, why doesn't my Timber Wolf fit canonical layouts?".

Again, the solution is not dumbing-down Clan tech. It's making Clan forces smaller than IS ones. 5:8 Clan to IS works- and incidentally, the engine should be able to handle something like 10 vs 16 easily, as we manage 24 right now. Two Clan Stars vs. 4 IS lances.

#1746 Taemien

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Posted 12 January 2014 - 01:57 PM

View Postwanderer, on 12 January 2014 - 11:15 AM, said:


It's actually what needs to be done to make Clan designs doable- you can't redo critical spacing without rendering hordes of canonical designs impossible to build- because like many 3050 designs, Clan tech pushes to squeeze every space out of a 'Mech. You can't mess with crit spacing or tonnage, or people are going to find "Hey, why doesn't my Timber Wolf fit canonical layouts?".

Again, the solution is not dumbing-down Clan tech. It's making Clan forces smaller than IS ones. 5:8 Clan to IS works- and incidentally, the engine should be able to handle something like 10 vs 16 easily, as we manage 24 right now. Two Clan Stars vs. 4 IS lances.



It was already discussed earlier in the thread. Uneven numbers won't work. Look on the pages in the 70-79 range to see why. Especially not numbers as drastic as that. PUG clan teams would get annihilated.

And you all are assuming clan will be a playable faction. Has anyone have ANY evidence that they are? And if so, will they be barred from using their IS mechs they bought and exp'd up?

#1747 Wolfways

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Posted 12 January 2014 - 02:19 PM

View PostTaemien, on 12 January 2014 - 01:57 PM, said:

And you all are assuming clan will be a playable faction. Has anyone have ANY evidence that they are? And if so, will they be barred from using their IS mechs they bought and exp'd up?

I assume clans will be playable because to not have them playable is just stupid. There are many players who want to fight for their chosen clan just as there are those who want to fight for their chosen house/merc unit/etc.

But then again, and i hate to say it, but PGI have proven a few times that they will do something that i consider stupid :P

#1748 wanderer

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Posted 12 January 2014 - 03:09 PM

View PostTaemien, on 12 January 2014 - 01:57 PM, said:



It was already discussed earlier in the thread. Uneven numbers won't work. Look on the pages in the 70-79 range to see why. Especially not numbers as drastic as that. PUG clan teams would get annihilated.

And you all are assuming clan will be a playable faction. Has anyone have ANY evidence that they are? And if so, will they be barred from using their IS mechs they bought and exp'd up?


Funny, I read the same pages and saw people arguing in both directions. As it stands now, the direction PGI is taking is Clan Mechs are just the same ol' Mechs with a few numbers tweaked. I reject this as a reasonable option. Clan tech is better tech, and if we don't learn how to balance different tech levels now, it's a failure down the line as we introduce new IS AND Clan technology later. What are we gonna do, massively rebalance the game AGAIN as we add stuff like plasma rifles, endocomposite structure, ATM launchers, and so on?

Clan machines represent quality versus quantity. That's how they should be balanced- Clan tech = fewer machines on your side. They should be correspondingly harder to handle in a tactical sense as well- yes, you can outrange and outgun any one IS 'Mech, but odds are you're dealing with two at once. Clan pilots should have a different set of priorities and tactical needs than IS ones- in short, THEY SHOULD PLAY DIFFERENTLY THAN AN INNER SPHERE TEAM.

Heck, identical numbers to IS forces doesn't even work in terms of Clan organization. Clanners function in groups of 5, IS in fours. If I'm sitting there in an underperforming "Clan" 'Mech in a "lance", what kind of horseapples is PGI throwing at me?

I'd rather have no Clans at all and stick to 3039-3050 "timelines" to rotate through vs. an utterly off-concept, off-statistical "Clans" that play like reskinned IS 'Mechs. And the current "Clan" tech they're proposing is just that. This fails as an idea for Mechwarrior Online and needs to be rejected, scrapped, and redone.

#1749 GalaxyBluestar

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Posted 12 January 2014 - 05:09 PM

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#1750 Taemien

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Posted 13 January 2014 - 05:16 AM

View Postwanderer, on 12 January 2014 - 03:09 PM, said:


Funny, I read the same pages and saw people arguing in both directions. As it stands now, the direction PGI is taking is Clan Mechs are just the same ol' Mechs with a few numbers tweaked. I reject this as a reasonable option. Clan tech is better tech, and if we don't learn how to balance different tech levels now, it's a failure down the line as we introduce new IS AND Clan technology later. What are we gonna do, massively rebalance the game AGAIN as we add stuff like plasma rifles, endocomposite structure, ATM launchers, and so on?

Clan machines represent quality versus quantity. That's how they should be balanced- Clan tech = fewer machines on your side. They should be correspondingly harder to handle in a tactical sense as well- yes, you can outrange and outgun any one IS 'Mech, but odds are you're dealing with two at once. Clan pilots should have a different set of priorities and tactical needs than IS ones- in short, THEY SHOULD PLAY DIFFERENTLY THAN AN INNER SPHERE TEAM.

Heck, identical numbers to IS forces doesn't even work in terms of Clan organization. Clanners function in groups of 5, IS in fours. If I'm sitting there in an underperforming "Clan" 'Mech in a "lance", what kind of horseapples is PGI throwing at me?

I'd rather have no Clans at all and stick to 3039-3050 "timelines" to rotate through vs. an utterly off-concept, off-statistical "Clans" that play like reskinned IS 'Mechs. And the current "Clan" tech they're proposing is just that. This fails as an idea for Mechwarrior Online and needs to be rejected, scrapped, and redone.


If we were playing MegaMek. Sure you'd be right.

This is MWO, not BattleTech.

We're not playing set little scenarios where there's a clan side doing something and an IS side dug in and trying to prevent them. In fact we're not even sure its going to be limited to just Clan Mechs vs IS Mechs. Lets say we DO have a CW battle with CJF forces vs House Steiner. What makes you think the IS side can't use clan mechs and the clan side can't use IS mechs? What sense does it make to have a Clan faction of players with 5-10 or more IS mechs sitting in their mechbays they can't use? What sense does it make to have a IS player who can't use his shiny $500 gold mech (which if you read in this thread, there are a few)? The fact is.. it doesn't.

So that brings in the 5v8 or 10v12 argument as being thrown out. It makes no sense for a Clan faction player to simply gimp his team because he doesn't have a Clan ride. Lets assume Clans are playable, most of you want them to be, even though I'm about 70% sure they won't be when CW hits. But for the sake of argument lets just say they are.

When CW does hit, how the heck is the match maker going to get everyone in? If you all get what you want. This means you have to split the lone wolf queue into two. One with clan and one with IS. You all do know that lonewolves will be filling in the gaps that each team has, right? Meaning say a match will be against House Davion and House Kurita. 9 Davions and 7 Kuritas are queued up.. meaning 8 lonewolves (or mercs allied with either house) will be thrown in to make it a 12v12.

Lets say you have it set up to do a 16v10 like someone suggested. Ok.. IS side has 9 queued up at a given moment (remember its a moment, not seconds, not minutes, ect.. you don't sit in a queue longer than 45 seconds), and clan has 6. Now the match maker is going to have to pool from two different lone wolf queues to get the 7 and 4 people it needs to drop in.

There's where issues start coming in. We start seeing queues similar to PVP queues in most MMOs. Because remember. IS will be split between 6 houses. Some houses will drop with one another like Davion and Steiner. And I'm sure if clans were playable, some of them would be allied as well. But lets just say for simplicity's sake.. Davion, Steiner, and Rasulhague are allied, Liao, Kurita, and Marik are.. and clans are separated by Wardens and Crusaders. You have a four way war at the very least, Thats a queuing/matchmaking nightmare. Right now... it just picks the best 24 in around the same somewhat ELO/Weight value and does the best it can... when you separate out the queue into four parts... Kiss ELO and Weight Balancing good bye.

This is why I don't think clans will be playable at least not at first. I think we'll see 6 houses, on a 2 team format so that its S-D-R vs L-K-M so that the queue is only split between two factions, and lone wolves will be used to fill in the gaps. Let me reiterate this a bit further.

Lets assume for a moment that the game is doing a bit better than it is right now and has 10000 players online. A good portion is probably in game and playing. Say 90%. That leaves us with 1000 ready to queue at any given moment. I'm saying 90% because games take about 6-10 minutes each so players ingame can't queue at the given moment someone is clicking the launch button. Out of the 1000 players at least half are in mechlab, afk, chatting, social networking, ect. So you're looking at maybe a 500 to enter the queue. Right now that gives us 20 matches for the match maker to run a quick balance check with ELO and Weight... heh now you see why some matches seem off.

Now lets split that 500 around between Clan, IS, and IS-LW, and C-LW... Wait we have IS vs IS and Clan vs Clan possibilities too... so its being split more than that into SDR, LKM, CC, WC, and the two LWs. Though the last two obviously help fill in gaps to the queue. But as you can see this is getting messy quick. And this is assuming yet another thing. That CW is the only way to play. That non-house/clan allegiance front fighting is done by lonewolves. AND that there is no private matches.. but for the sake of argument we'll say private matches are part of the 90%.

Why only 500 in queue? That seems rather low. Remember its when someone hits launch. At that very instance. If I hit launch, and 2 minutes later you do.. we'll never see a game together. I'm sure there is thousands of players that queue up in a 10 minute time frame. But only players queued up within 45 seconds of one another can be matched. Well Actually I think its 120s now.. but 2 min queue times are rather rare.

So there lies another problem. We'll probably see longer queues in CW for sure. But how much longer is acceptable. I'm sure most of you could handles 2-3 minutes waiting. But what about 5? 7? Or even 10? Alot of us are used to waiting 10-20m for a match in MW3 and MW4, or even a week for a planned league match. But we've been used to that couple of second queue in MWO for a while now. That's something PGI has to consider. Do the cater to the hardcore MechWarrior... or to the newbie who doesn't know (or care) that the wait is 'for their own good'?

What about that newbie anyways? Bar them from clan play? We can be pretty sure that won't happen. So we're going to see newbies and PUGies on the clan teams. Do you know what will happen to a clan team in a 16v10 if at least Half of them are PUGs? That tech isn't going to help them. 20 dmg ppcs that go out to 2000m won't help them (obviously an exaggeration, but you get the point). They are screwed. This isn't taking into account what the IS team has on it... I'm assuming 16 PUGs vs 5premade and 5 PUG... its going to be messy as hell. And you know what? Alot of clan play won't have at least half premades on them. Though the chances that Clans have 2 premade stars on them will do fine, though they'll have it rough against 3-4 premade lances.. but I think that would be rare of course.

Still want those odds? I know one thing, I'd never play clan if they did that. I wouldn't touch them with a 10 ft pole.

So we get back to Clan being balanced to IS. When PGI does that they can keep it 12v12. They can even mix and match Clan and IS mechs on the same teams (great for Non-CW play, which I'm sure we'll still have). This cuts down on the LW group to just one pool. Allows them to keep some semblance of ELO which can easily carry over to your clan machines if you use them. You get to use all of your mechbay, which cuts down on the complaints of "why can't I convert my $100 of IS mechs to Clan." And if they do allow for clan teams it'd be a much smoother operation as just adding new tags.

Does it break lore? When hasn't MechWarrior broken lore? This is why MechWarrior and MWO are NOT BattleTech. You've got MegaMek for that.

#1751 Gladewolf

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Posted 13 January 2014 - 07:30 AM

View PostTaemien, on 13 January 2014 - 05:16 AM, said:


If we were playing MegaMek. Sure you'd be right.

This is MWO, not BattleTech.

We're not playing set little scenarios where there's a clan side doing something and an IS side dug in and trying to prevent them. In fact we're not even sure its going to be limited to just Clan Mechs vs IS Mechs. Lets say we DO have a CW battle with CJF forces vs House Steiner. What makes you think the IS side can't use clan mechs and the clan side can't use IS mechs? What sense does it make to have a Clan faction of players with 5-10 or more IS mechs sitting in their mechbays they can't use? What sense does it make to have a IS player who can't use his shiny $500 gold mech (which if you read in this thread, there are a few)? The fact is.. it doesn't.

So...we are going to have a Star Map....and Community Warfare....and NOT fight over the Inner Sphere? So what if you bought a clan mech,? Then you just spawn in on the clan side....Just like every other game you've ever seen with factions. PGI says they want to maintain the "flavor" of the clans.....whatever that is supposed to mean....how does your plan address the inevitable "buyers remorse" suffered by those set to receive a generic "balanced" gold piece of garbage? Balance through numbers is far more sensible....after all, the idea is to get everyone to buy clan mechs.....and not have an "arms race"(PGIs claim regarding a thing they don't want) all they'd need to do is add an additional clan v clan queue for all of their fun infighting nonsense...and then everyone that wants to play clan can do so...and everyone that actually wants the words "THE INVASION IS HERE" to mean something more than "Hey...we're selling something!!!" can get what they want as well.....because I can PROMISE you that their is already a good amount of buyers remorse brewing in this regard.

#1752 AaronWolf

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Posted 13 January 2014 - 08:51 AM

I'm fine with either having Clan-mechs being superior but less in number, or the PGI designed approach.

In the end, we are all getting to fight one another for land and kicking each others @$$'.

Still think that Clanners will have their own flavor, but also not be glaringly overpowered with PGI's system. Sure, its not true to older MW games, or the BT universe. But it overall still has its own flavor.

Maybe something new would be good? Before flipping your mech upside down and start wailing, let them get it out and we can see whats up.

Since remember the 3PV uproar? Well its in and did nothing to ruin the game like we were all worried about. I'm starting to get the same feeling here. It may be against fluff, but it may be exactly what we need.

There is a reason why past MW games were full of IS/Cl mechs being loaded ONLY with Clan-tech. Because it was just outright better in every way. Can't have that in a MMO game.

Take for instance, Planetside/2. Three factions, each with a seperate flavor to them. If one was glaringly overpowered, no one would play the other two factions. (Which then comes in the FOTM debates about NC/Vanu, but lets not go there, its a dark place and we all know what happens with FOTM)

So. Lets just be patient. And if its junk, lets flip our lids then when its out. Not now when we haven't seen the finished product.

#1753 Cavendish

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Posted 13 January 2014 - 09:30 AM

View PostTaemien, on 12 January 2014 - 01:57 PM, said:

And you all are assuming clan will be a playable faction. Has anyone have ANY evidence that they are? And if so, will they be barred from using their IS mechs they bought and exp'd up?


The old IS mechs that the clans had since the exodus was used as 2nd-3rd line mechs, mostly as garrisions. Its not unresonable to assume that clans may indeed be able to use "older" designs if they wish to. (Also, see the outfitting of the Wolf´s Dragoons for an example of their use of older mechs).

My counter question to your "Clan will probl. not be a playable faction" is this; How would the IS factions suddenly be able to field clan mechs if they there are no clan factions? How will this be explained logicaly (unless PGI throws all lore out the window, something I dont doubt they would, but still...). Considering we are in 3051, there are hardly enough Omni mechs around to feed the faction scientists for reserach, and certainly not enough to field 2 lances worth for any single faction.

In my opinion the Clans need their faction, the tech needs to reflect the strenght of its more advanced nature and the IS side needs incentives to be attractive and viable for players.Numbers, drop weight, bonuses, whatever but turning the clan mechs into reskinned IS mechs for "balance" would be a huge misstake.

#1754 NRP

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Posted 13 January 2014 - 09:31 AM

I feel it is very important that Clan mechs don't end up just being "re-skinned" IS mechs. Running a Clan mech should require a radically different set of choices/compromises/tactics than running an IS mech.

I suppose there are many ways to accomplish this, but the simplest one to me is uneven teams. We should try this first, and if it doesn't work then we can talk about altering tech.

#1755 Gladewolf

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Posted 13 January 2014 - 09:32 AM

View PostAaronWolf, on 13 January 2014 - 08:51 AM, said:

I'm fine with either having Clan-mechs being superior but less in number, or the PGI designed approach.

In the end, we are all getting to fight one another for land and kicking each others @$$'.

Still think that Clanners will have their own flavor, but also not be glaringly overpowered with PGI's system. Sure, its not true to older MW games, or the BT universe. But it overall still has its own flavor.

Maybe something new would be good? Before flipping your mech upside down and start wailing, let them get it out and we can see whats up.

Since remember the 3PV uproar? Well its in and did nothing to ruin the game like we were all worried about. I'm starting to get the same feeling here. It may be against fluff, but it may be exactly what we need.

There is a reason why past MW games were full of IS/Cl mechs being loaded ONLY with Clan-tech. Because it was just outright better in every way. Can't have that in a MMO game.

Take for instance, Planetside/2. Three factions, each with a seperate flavor to them. If one was glaringly overpowered, no one would play the other two factions. (Which then comes in the FOTM debates about NC/Vanu, but lets not go there, its a dark place and we all know what happens with FOTM)

So. Lets just be patient. And if its junk, lets flip our lids then when its out. Not now when we haven't seen the finished product.

Quite Frankly, I really hope you are right and that everything turns out for the best. I hope that what I THINK are increased queue times are really just my imagination, but I know the fact that I haven't been out with my unit in over 2 months for 12 mans, when I used to have to compete for a slot, is NOT my imagination(It's a lucky day to even see 4 of us on at any given time anymore. So while I contemplate what to do in the mean time, to even engage in competitive play(thinking about joining in on Marik civil war that's been advertised...been almost exclusively PUGing it lately) I would submit that PGI's choices up to now ARE doing some damage(from my perspective).

#1756 AaronWolf

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Posted 13 January 2014 - 09:45 AM

View PostGladewolf, on 13 January 2014 - 09:32 AM, said:

Quite Frankly, I really hope you are right and that everything turns out for the best. I hope that what I THINK are increased queue times are really just my imagination, but I know the fact that I haven't been out with my unit in over 2 months for 12 mans, when I used to have to compete for a slot, is NOT my imagination(It's a lucky day to even see 4 of us on at any given time anymore. So while I contemplate what to do in the mean time, to even engage in competitive play(thinking about joining in on Marik civil war that's been advertised...been almost exclusively PUGing it lately) I would submit that PGI's choices up to now ARE doing some damage(from my perspective).


I believe a lot of the issues with less players being on will be when more features come out. Not content. That is regularly coming out. Features is what is needed: CW, UI 2.0, Invasion.

I know a good chunk of my friends are coming back the second its up. Because its something new. And something to work towards. And with no progression, the game got stale for them. (Their not BT fans as much as robot fans in general, some still linger on here like I do that are BT fans.)

Its not the nerfing/buffing. That is just the ground for which all MMO's tread. Its the lack of stuff to do after maxing out several mechs. :D

CW will really fix that issue.

#1757 wanderer

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Posted 13 January 2014 - 12:07 PM

View PostAaronWolf, on 13 January 2014 - 09:45 AM, said:


I believe a lot of the issues with less players being on will be when more features come out. Not content. That is regularly coming out. Features is what is needed: CW, UI 2.0, Invasion.

I know a good chunk of my friends are coming back the second its up. Because its something new. And something to work towards. And with no progression, the game got stale for them. (Their not BT fans as much as robot fans in general, some still linger on here like I do that are BT fans.)

Its not the nerfing/buffing. That is just the ground for which all MMO's tread. Its the lack of stuff to do after maxing out several mechs. :D

CW will really fix that issue.


Not to mention the simple ability to play something -different-.

If Clan machines turn out to be reskins of IS tech with slightly tweaked stats, people are just going to turn around and leave as fast as they came in. Playing a small, higher-tech force is a different kind of challenge and that's the sort of thing MWO needs to thrive.

As for IS 'Mechs in a Clanner's garage? Opt to drop with them as part of your faction (grats, you're in a second-line/solhama 'Mech, which is what Clanners used for salvage) or Lone Wolf it and use them that way instead.

Howling about having actual -sides- splitting the playerbase is silly. If we don't do it, we'll never have community warfare. Ever. There has to be differences that mean something, or else we're all gonna be in this state of "we're all on the same team, nothing ever matters lalalalaFOREVER" till the servers shut down from sheer collective boredom.

#1758 AaronWolf

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Posted 13 January 2014 - 01:38 PM

View Postwanderer, on 13 January 2014 - 12:07 PM, said:


Not to mention the simple ability to play something -different-.

If Clan machines turn out to be reskins of IS tech with slightly tweaked stats, people are just going to turn around and leave as fast as they came in. Playing a small, higher-tech force is a different kind of challenge and that's the sort of thing MWO needs to thrive.

As for IS 'Mechs in a Clanner's garage? Opt to drop with them as part of your faction (grats, you're in a second-line/solhama 'Mech, which is what Clanners used for salvage) or Lone Wolf it and use them that way instead.

Howling about having actual -sides- splitting the playerbase is silly. If we don't do it, we'll never have community warfare. Ever. There has to be differences that mean something, or else we're all gonna be in this state of "we're all on the same team, nothing ever matters lalalalaFOREVER" till the servers shut down from sheer collective boredom.



Which we know is not what they would allow.

Remember, PGI. Business. Needs Money. Making something detrimental to themselves is against their own benefit.

So in order to keep the money flowing, and people coming in-they gotta make good on the Invasion packs.

Isn't it also Solahma? Not Solhama?

Even with how they also propose the Clans equipment/mechs to be, it will be different enough you can easily tell the two factions apart from one another.

Maybe they will add more quirks/differences!

The problem is, we just won't know until it comes out! :D

#1759 NRP

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Posted 13 January 2014 - 02:15 PM

The problem with "quirks" is that they make practically no difference in reality, at least if by quirks they mean the quirks they've applied to IS mechs so far (torso twist range/speed, accel/decel changes, climbing archetypes, etc).

I do not think "quirks" are enough to properly distinguish Clan mechs from IS mechs.

#1760 Taemien

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Posted 13 January 2014 - 03:08 PM

View PostNRP, on 13 January 2014 - 09:31 AM, said:

I feel it is very important that Clan mechs don't end up just being "re-skinned" IS mechs. Running a Clan mech should require a radically different set of choices/compromises/tactics than running an IS mech.

I suppose there are many ways to accomplish this, but the simplest one to me is uneven teams. We should try this first, and if it doesn't work then we can talk about altering tech.


View PostNRP, on 13 January 2014 - 02:15 PM, said:

The problem with "quirks" is that they make practically no difference in reality, at least if by quirks they mean the quirks they've applied to IS mechs so far (torso twist range/speed, accel/decel changes, climbing archetypes, etc).

I do not think "quirks" are enough to properly distinguish Clan mechs from IS mechs.


Both of your posts are absolutely correct.

I agree that clan mechs should feel different. They should require different tactics for both the user and the opponent, whether or not the opponent is clan themselves.

If the weapons function differently then you can accomplish this. I believe that Clan weapons should have longer ranges, and higher punch at the cost of DPS and Heat Efficiency. A Clan Er PPC IMO should reach out and touch someone in a very bad way if it hits. But get in close to IS-PPC optimum ranges and you can simply out slug and out DPS your clan opponents. Of course other weapons such as AutoCannons and LRMs will have other things to balance them out in a similar manner to make them 'feel' different. I'm not going to list every weapon simply because that is a devs job to figure out. Plus I want to see what direction they are feeling on how to implement them before I make an argument in favor of it.

This all assumes that Clan Tech stays on Clan Mechs, and IS on IS. Which is also something I very much support. Especially for the future. I don't want to see Madcats with MRMs or Daishi's with RACs. And I don't want to see Catapults with ATMs, or swaybacks with heavy lasers.

As for the question about mixed teams being viable in 3051. Again this is MechWarrior, and its not uncommon to see tech jump the era a bit. I mean how did Smoke Jaguar have Striders, Sunders and Owenses on Tranquil in MW3, specifically in the amount that you had to face off in that campaign? I could see maybe a couple here or there, but they very prevalent in the beginning of the game. Tranquil wasn't exactly on the border of the Dracs.

But as I said, I am not 100% sure they will start us with no clan faction. If they do, great. But I'm not getting my hopes up. I just want to see CW implemented and see if I will actually stick with the game or wait till MW6. As much as I like MWO, CW is the make or break for me. I can only do so much launch, shoot, and repeat.





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