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Clan Balance Topics-


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#41 CyclonerM

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Posted 02 January 2014 - 11:22 AM

View PostJoseph Mallan, on 02 January 2014 - 06:44 AM, said:

I read what they said...
and I agree with this guy!
Player since '86!

If i will ever find someone who will help me learning to use MegaMek i will find out if Clans in BattleTech are really game-breakers or not!

#42 Dirus Nigh

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Posted 02 January 2014 - 05:04 PM

View PostSlepnir, on 02 January 2014 - 02:15 AM, said:


So explain to me the part where your 40 points of facing armor somehow takes less than 10 damage from an AC10 at optimal range simply because it is clan armor? oh wait it doesn't. were talking about protection capability here in MWO not how much it weighs. they are the same if it is IS or clan meaning that your still just as fragile in a clan mech as you are in an IS mech with the same amount of armor.



And they are wrong, gaming experience says otherwise.


Clan FF gave more armor the the wait used. So that extra weight can be used for other things, like weapons, heat sinks, a large engine. It also had have the crit slots.

Your gaming experience must be limited. Clan tech is superior in every way to IS tech, with the exception of the C3 computer network. It is lighter, uses fewer slots, has greater range, and damage. The only way Clans come close to being balance is if the players are strictly using Clan honor systems.

Then again if you think clan pulse lasers with a targeting computer is "balanced" then there is no helping you.

#43 CoffiNail

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Posted 02 January 2014 - 07:23 PM

View PostCyclonerM, on 02 January 2014 - 11:22 AM, said:

If i will ever find someone who will help me learning to use MegaMek i will find out if Clans in BattleTech are really game-breakers or not!


Hit me up sometime, I have a nice stable version of megamek and I can play it decently.

#44 Gyrok

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Posted 02 January 2014 - 07:37 PM

http://mwomercs.com/...an-matchmaking/

There's a poll about clan matchmaking.

#45 Thorn Hallis

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Posted 03 January 2014 - 12:32 AM

View PostCyclonerM, on 02 January 2014 - 05:47 AM, said:

Therefore IS "Omnies" are even better than actual Omnies.


That remains to be seen.

#46 Joseph Mallan

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Posted 03 January 2014 - 04:55 AM

View PostCyclonerM, on 02 January 2014 - 11:22 AM, said:

If i will ever find someone who will help me learning to use MegaMek i will find out if Clans in BattleTech are really game-breakers or not!

They are superior... But game breaking???

#47 CyclonerM

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Posted 03 January 2014 - 06:17 AM

View PostCoffiNail, on 02 January 2014 - 07:23 PM, said:

Hit me up sometime, I have a nice stable version of megamek and I can play it decently.

Thanks, as soon as i have a better understanding of how it works i will hit you (this sounds like a threat lol) ;)

View PostThorn Hallis, on 03 January 2014 - 12:32 AM, said:


That remains to be seen.

The problem is.. Omnies are supposed to be more versatile and freely customized than Battlemechs. In MWO the roles are going to be inverted.. ;)

View PostDirus Nigh, on 02 January 2014 - 05:04 PM, said:


The only way Clans come close to being balance is if the players are strictly using Clan honor systems.


Exactly! That, and bidding, is the built-in way to balance them! :)

#48 Dirus Nigh

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Posted 03 January 2014 - 05:37 PM

View PostCyclonerM, on 03 January 2014 - 06:17 AM, said:

Exactly! That, and bidding, is the built-in way to balance them! :D


To be honest I think it would be very interesting if Clan unit leaders had to bid against each other for the right to attack an IS planet.

Then the Clan players would have to properly batchall the IS defenders.

#49 elsie

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Posted 03 January 2014 - 05:54 PM

View PostSlepnir, on 02 January 2014 - 02:19 AM, said:


I could be wrong but did you make the mistake of allowing custom designs or force players to only use stock builds? We have never allowed custom loadouts outside of campaign scenario scavenging, also if you used the force balancer of 2:1 odds having the BFG or munchkins in your game wouldn't be that bad since they will be facing a fair fight when they are outnumbered and ganged up on.



It's not just whether you consistently lose (or have easy wins) that can ruin a game. It can also be the attitude and behavior of the other players that can make it not worth your while.

We were running a long term lore based campaign so we pretty much lived out of the Mercenary's Handbook. There was some customization, but only based on what had come before and if you've every played in one of those campaigns you know how difficult and long it can take to get decent salvage, money and refits. Specific scenarios were designed (and tested and redesigned ad infinitum) using asymmetrical numbers as well as having asymmetrical victory conditions (ie - both sides could win). We weren't playing the strategic big picture; that had already been set by the lore, but we were playing the bits and pieces. The clans didn't win every small engagement in the lore, but the were able to achieve their larger goals initially. But the machinations we had to go through to get a reasonable game was excessive. We were, after all, old school wargamers rather than strictly boardgame/tabletop players.


elsie





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