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You Know I Think Pgi Did Somthing Right


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#1 Helbrecht

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Posted 16 December 2013 - 07:46 AM

ok read me out :).

With all the threads stating how clan tech must be balanced ( and most of those ideas are dumb as a handball). pgi elected to give the clans thier flavor which is omnimechs, True omnimechs. the clans are hard to balance while not smashing them with a nerf bat, thier really not designed to be balanced thier supposed to be over powered. and the fact that you actually managed ( from my point of view anyway) a way to give them a flavor while setting them apart from the is mechs without putting them into the obsalete category is impressive. whoever was responsible for that decision my hats off to you. it doesnt aleve the fact that you all screwed up 50 other things. but when you do right you will get compliments. Below I'll list some things i saw as a problem with balance and im glad they didnt go that way.

odd numbered drops.
Im not going to lie i really am against this for the simple reason that in a sim game lower number is very hard to over come. the people pushing for this are the for the most part tabletop purest. i played tabletop on mekwars servers i am a 1700 elo player ( means i win alot more than i lose). i can tell you honestly that in a BV format you can get away with odd numbered drops. on tabletop the clans were better shots they hit more they didnt fall down as much they had all the negative to hits the IS didnt have. this gave them that bogeyman feel that everyone is freaking out about.

This isnt tabletop granted some people are better than others but you cannot balance that in a sim game. we already have a version of that it called elo and were all superfans!!. this method would have given horrible balance to the game, and if you dont belive me just think back to every game were you had 2 disconnects.

"But helbrect the clan weapons are lighter how are we supposed to compete with that!"
Your absalutly right clan weapons are lighter but you cannot mess with all the things the is can with thier mechs such as engines ff/es heatsins masc etc etc. so with that in mind lets do a comparison.

Cataphract 3d vs Timberwolf

The cataphract a staple of this game since it was released, it has a number of common build for now well use the 2 ppc's ac 10. 2 ppc's 14 tons 1 ac10 12 tons 3 tons of ammo. the total is 32 tons of weapons space

The Timberwolf a favorite of pretty much everyone has per TRO 26.5 tons of pod space available. so to run the exact build would cost 25 tons ( 2 erppc's =12 1 ultra ac10 10 tons) while only giving me the base number of heatsinks. now you noticed thiers also a ultra 10 and erppc's in the build the reason is the clans DO NOT HAVE standard version of weapon thier all either er or pulse 2 system in this game that run hot. now i wont speculate on what the dmg will be cause honestly untill we get them numbers we just dont know. but from what we know at this moment id say pgi did right, they screwed up alot of other stuff but this one i think they did right.

#2 Scromboid

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Posted 16 December 2013 - 07:54 AM

What?

#3 Helbrecht

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Posted 16 December 2013 - 09:38 AM

to simplify puting hard tonnage limit on the customizable part of the clan mechs balances them with the IS mechs.

Edited by Helbrecht, 16 December 2013 - 09:38 AM.


#4 Hans Von Lohman

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Posted 16 December 2013 - 10:36 AM

I don't really agree with this post.

The "balance" for the Clan mechs isn't something we can really debate right now. None of us have tried them to say what works and what doesn't work.

All we can do is speculate, and I am assuming that those restrictions on engines, armor, and other upgrades to your mech won't actually be in place, or at least some of them at any rate.

It's going to change between now and June when they come out.

#5 Lokust Davion

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Posted 16 December 2013 - 01:57 PM

OP might have a point. Still I believe not everyone should be able to run clan mechs at the get go. Cause Only the hard, Only the strong pilot clan mechs.

Edited by Lokust Davion, 16 December 2013 - 01:57 PM.


#6 Alex Warden

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Posted 16 December 2013 - 02:08 PM

View PostLokust Davion, on 16 December 2013 - 01:57 PM, said:

OP might have a point. Still I believe not everyone should be able to run clan mechs at the get go. Cause Only the hard, Only the strong pilot clan mechs.


yea i really was hoping for an unlock mechanic... a huge wallet wasn´t what i meant by that xD

Edited by Alex Warden, 16 December 2013 - 02:10 PM.


#7 Helbrecht

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Posted 16 December 2013 - 05:09 PM

View PostHans Von Lohman, on 16 December 2013 - 10:36 AM, said:

I don't really agree with this post.

The "balance" for the Clan mechs isn't something we can really debate right now. None of us have tried them to say what works and what doesn't work.

All we can do is speculate, and I am assuming that those restrictions on engines, armor, and other upgrades to your mech won't actually be in place, or at least some of them at any rate.

It's going to change between now and June when they come out.

well at the time of this post that said they were

#8 Kanatta Jing

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Posted 16 December 2013 - 05:19 PM

It could work.

But there are issues with the Non-Omni Clan mechs and the Omni IS mechs down the line.





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