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Logical Plead To Devs: Don't Kill Clan Tech; Incentivize


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#61 ReXspec

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Posted 04 February 2014 - 07:44 AM

View PostJoseph Mallan, on 04 February 2014 - 07:37 AM, said:

True there ReXspec. Lasers>Ballistics>Missiles for Convergent accuracy. So Damage should kinda counter balance that by being Missiles>Ballistic>Lasers for Damage.


Stone Rhino
3 Gauss (4-6 tons of ammo total)
2 ERPPC
16 doubles
full armor

Depending on his choices, he could do more or less damage.




I was about to say... lol

I ran with a Fafnir that had two HAGs and a few lasers.

That tore apart my opponents REALLY quick, but it would still take at least three to five alphas to do so.

#62 Joseph Mallan

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Posted 04 February 2014 - 07:47 AM

I wasn't a big fan of the HAG. The Scattered damage though heavy was not concentrated enough for me. It was just another cluster weapon.

#63 ReXspec

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Posted 04 February 2014 - 07:51 AM

View PostJoseph Mallan, on 04 February 2014 - 07:47 AM, said:

I wasn't a big fan of the HAG. The Scattered damage though heavy was not concentrated enough for me. It was just another cluster weapon.


I loved the HAG because, although it was scattered gauss damage, you pretty much couldn't miss. Light pilots hated me for it. :)

Plus, the Clan Large Pulse, and the Clan ER Large Laser provided more then enough pinpoint firepower.

I couldn't fit two Clan Large Pulse Lasers though... :< I tried, but I just couldn't pull two tons off of anywhere... those HAGs are f*cking huge. xD

Edited by ReXspec, 04 February 2014 - 07:53 AM.


#64 Mycrus

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Posted 04 February 2014 - 04:49 PM

View PostReXspec, on 04 February 2014 - 07:37 AM, said:


As I stated in the beginning, the introduction of Clan tech means that, from a lore and gameplay standpoint, certain weaponry and tech will become obsolete. Period. This is mainly because you are releasing A LOT new content that competes with IS tech.

Example:

Clan Double Heat Sinks will be the new meta, and IS double heat sinks will be phased out. This isn't wrong. This is asymmetrical warfare at it's finest (or most typical, if you want to interpret that way).


Cash grabs don't typically respect lore

#65 Craig Steele

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Posted 04 February 2014 - 04:56 PM

View PostReXspec, on 04 February 2014 - 07:37 AM, said:

As I stated in the beginning, the introduction of Clan tech means that, from a lore and gameplay standpoint, certain weaponry and tech will become obsolete. Period. This is mainly because you are releasing A LOT new content that competes with IS tech.

Example:

Clan Double Heat Sinks will be the new meta, and IS double heat sinks will be phased out. This isn't wrong. This is asymmetrical warfare at it's finest (or most typical, if you want to interpret that way).


The blurb said there will be no option to mix clan tech onto IS chassis.

Your theory I agree with, but it will be on an all or nothing basis. Clan mechs are looking more and more like glass cannons, max dmg with (comparably) lower defense as armour cannot be adjusted, nor can speed. Someone else said Clan XL engines will be more durable (less criticals) but I haven;t seen that one yet.

#66 ReXspec

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Posted 05 February 2014 - 07:54 AM

View PostCraig Steele, on 04 February 2014 - 04:56 PM, said:


The blurb said there will be no option to mix clan tech onto IS chassis.

Your theory I agree with, but it will be on an all or nothing basis. Clan mechs are looking more and more like glass cannons, max dmg with (comparably) lower defense as armour cannot be adjusted, nor can speed. Someone else said Clan XL engines will be more durable (less criticals) but I haven;t seen that one yet.


If they do not allow clan tech to be mixed with IS chassis, then there will be very small (if ANY) incentives to use I.S. 'mechs.

No matter how PGI tries to work the tech, Clan Tech will be either more effective then I.S. tech, or it will be worse then I.S. tech.

If they're doing what you say with disabling clan tech from being integrated into I.S. chassis, they are cornering the market by making players choose between I.S. or Clan.

This model of Clan tech introduction is so profoundly stupid, it hurts.

#67 ReXspec

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Posted 05 February 2014 - 07:59 AM

View PostMycrus, on 04 February 2014 - 04:49 PM, said:

Cash grabs don't typically respect lore


A shame too, because PGI will either corner the market with Clan 'Mechs because the tech is better, or players will ignore Clan 'Mechs altogether because they are worse then I.S. 'mechs.

#68 Iskareot

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Posted 05 February 2014 - 08:00 AM

In short... I think the Clan Tech is cool and hope it happens.

With that said I am all for it... IF of course it is only other clans you are fighting... not the lone wolf non-clanners..

Soooooo back to the ole... balance act. If you are fighting an equal mech or mech drop of clanners... then yep all for it.

NOW.. if you say you want to be thrown into the same drops as a solo, newer or pug player without the advantages... well then no way is that right.

#69 Almond Brown

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Posted 05 February 2014 - 08:30 AM

View Postand zero, on 04 February 2014 - 12:26 AM, said:

PGI and logical in the same sentence??

LOL. Yea, ok.


LOL!

You, Post and Constructive together??

LOL. Yea, ok. ;)

#70 Joseph Mallan

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Posted 05 February 2014 - 08:35 AM

View PostMycrus, on 04 February 2014 - 04:49 PM, said:

Cash grabs don't typically respect lore

TRO3050
TRO3050 UPGRADE
TRO3050 UPDATE
TRO3050 Kicked out of the family twice!

CatLab Agrees with you Sir. THREE versions of one TRO(actually each TRO). Each with slightly different fluff, some with New Art and 3-5 new readouts. Each one more expensive than the last! ;) :D

Edited by Joseph Mallan, 05 February 2014 - 08:36 AM.


#71 Almond Brown

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Posted 05 February 2014 - 08:35 AM

View PostWolfways, on 04 February 2014 - 01:01 AM, said:

No it isn't...a least not in MWO. I really don't understand how people don't see this.


Here is the problem with not doing that though. In the Lore, you know the History of BattleTech, the Clans showed up, quickly ran out of Bubblegum and ran roughshod over the I.S.

If we are to have a CW and Map and all that, what is the point of Clanners who will just get totally run out if the I.S., in a matter of weeks, if the population does not embrace their supposed "uberness".

So, the real question then becomes.

Why would I ever BUY Clan Tech, if it is just the same as the current I.S. Tech I already own? Because it looks cool and or different? If only that "rose colored" view would last... But sadly after 1500 deaths and 1498 Kills, it matters not what the enemy targets looks like, they just need to die.

Edited by Almond Brown, 05 February 2014 - 08:40 AM.


#72 Joseph Mallan

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Posted 05 February 2014 - 08:37 AM

View PostAlmond Brown, on 05 February 2014 - 08:35 AM, said:


Here is the problem with not doing that though. In the Lore, you know the History of BattleTech, the Clans showed up, quickly ran out of Bubblegum and ran roughshod over the I.S.

If we are to have a CW and Map and all that, what is the point of Clanners who will just get totally run out if the I.S., in a matter of weeks, if the population does not embrace their supposed "uberness".

So, the real question then becomes.

Why would I eve BUY Clan Tech, if it is just the same as the current I.S. Tech I already own? Because it looks cool and or different? If only that "rose colored" view would last... But sadly after 1500 deaths and 1498 Kills, it matter not what the enemy targets look like, they just need to die.
I think I love you Man. ;)

#73 Almond Brown

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Posted 05 February 2014 - 08:42 AM

View PostJoseph Mallan, on 05 February 2014 - 08:37 AM, said:

I think I love you Man. :D


Appreciate the sentiment Joe but I am (thankfully) spoken for already. ;)

P.S. As for a BV system. It would take 2 years and a bazillion gallons of Forum tears and QQ to ever build a system that would even get 45% approval rating. Given that only one untimely death under the current system of weapons and Modules cause angst and QQ, all it would take is one untimely Death and then whatever BV system in place at that time would be immediately classified as terribad as well. Good luck with that...

Edited by Almond Brown, 05 February 2014 - 08:45 AM.


#74 Joseph Mallan

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Posted 05 February 2014 - 08:46 AM

View PostAlmond Brown, on 05 February 2014 - 08:42 AM, said:


Appreciate the sentiment Joe but I am (thankfully) spoken for already. ;)

:D They will never love like I could Almond... NEVER!!!






:P
Did I take it over the top again?
I never can tell
Posted Image

#75 Almond Brown

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Posted 05 February 2014 - 08:47 AM

View PostJoseph Mallan, on 05 February 2014 - 08:46 AM, said:

:D They will never love like I could Almond... NEVER!!!

:P
Did I take it over the top again?
I never can tell
Posted Image


A peek over never hurt. But I did LOL! ;)

#76 ReXspec

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Posted 05 February 2014 - 09:36 AM

View PostAlmond Brown, on 05 February 2014 - 08:35 AM, said:


Here is the problem with not doing that though. In the Lore, you know the History of BattleTech, the Clans showed up, quickly ran out of Bubblegum and ran roughshod over the I.S.

If we are to have a CW and Map and all that, what is the point of Clanners who will just get totally run out if the I.S., in a matter of weeks, if the population does not embrace their supposed "uberness".

So, the real question then becomes.

Why would I ever BUY Clan Tech, if it is just the same as the current I.S. Tech I already own? Because it looks cool and or different? If only that "rose colored" view would last... But sadly after 1500 deaths and 1498 Kills, it matters not what the enemy targets looks like, they just need to die.


^^^^^^^^^^^^^^ !OMG THIS! ^^^^^^^^^^^^^^^^^^^^^

Edited by ReXspec, 05 February 2014 - 09:37 AM.


#77 LowSubmarino

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Posted 05 February 2014 - 10:32 AM

View Postlongwang, on 03 February 2014 - 11:04 PM, said:

As a prologue, please realize that what is written below is not a comprehensive plan/proposal. What it is is a collection of many possibilities, out of which an alternative to the current proposal for clan tech can be drawn. I strongly believe that clan tech and IS tech were designed around different styles of play. The current PGI proposal is to take clan tech and put it into the IS system, and nerfing it so that it is fair. Ultimately, this will not succeed.

Rather, I believe it to be better to incentivize/deincentivize the use of one tech over another based around pros and cons. For example, a pro of clan tech is that it is better. What pro on the IS balances this out? How can this pro be utlized in game? Is there a con to using the clan tech that makes chosing it affording other negative consequences? These are the better questions to ask when balancing game play.

I do want to state that I, whole heartedly agree with what the Devs are saying about game play and clantech. It shouldn't be a race to clan tech, with IS tech hanging in the background. However, the plan for incorporating clan tech into the game sucks. It eats away at the very nature of what makes this game interesting for so many people. Which is the ability to customize, experiment, and create something that is wholely your own, and omni mechs are the only things that offer this. The proposed balancing solutions will end up killing these good parts of the game, which is the highest levels of customization.

While not perfect, there has already been several systems in place which can be incorporated to account for this balancing need. What the right balance within these systems for MWO is I don't know, and that will take some play testing. However, these options, or a selectino of them, would be far better solution than the proposed dumbing downn of clan tech: CV, Weight.

The most common system for keeping battle tech games fair is with Combat Value. I believe that this is better than the proposed nerfing of clan tech for several reasons. First of all, the match maker system, suposedly, has been opperating on a similar idea but based on player's skill. The more skill you display (higher match score) the better the players you drop with, and vice versa.

For technology, this works by assigning points for certain items, mech stats, and I propose match score. It would work like this: Each item has so many points. As you install the item on the mech, the Combat Value (CV, or points) goes up. Then the final CV is adjusted based on the overall mech specs and match score. So, for example, if the fire power attribute is very high, but the heat efficiency is very low, then that would adjust the CV down. Also, if you are a better pilot, that would adjust the final CV up.

Then, it is a simple matter of matching one sides total CV to another side's total CV.

Do keep in mind though, that when Clan Tech is used, it's CV would be significantly higher. Meaning that, in most cases, a team of all Clan Tech will drop with fewer mechs than a team with all IS. If you would like read more about CV in the Battletech universe, you can follow this link, which includes problems and issues with the CV system.

Why this is preferable:
- Falls in line with Lore.
The clans have always been vastly outnumbered, and for them, this is a sport. To see how much they can conquer, with as little expenditure as possible on their side. While 12 vs 12 games is cool, I don't think that is worth the nerfing of clan tech. As long as 12/12 is an option, that is the most important thing.

- Maintains the feel of the game.
The current proposals feel like it is destroying the game. It severely limits the customization of mechs, and waters down the value of the technology. Lets keep the value of the technology and find other ways to maintain balance. I really want to see how fast I can get the Timber Wolf up to. I am not good at aiming, so I need more armor and more speed to stay alive long enough to some good.

- Changing between technologies
I assume that one of the intentions is to have plays go back and forth between technologies. If the operation of the technology varies too widely, it makes it difficult to switch from one to the other.

- Many warriors need it
Let's be honest here, I am not that good. My average match score is probably around 30-40. If the technology was nerfed so that it could compete, then there wouldn't be any benefit to using it.

Other ways to balance:
- Weight
This was kind of stated already, but just to clarify. It would be far more fun and more challenging to go up against a larger enemy force. So the more clan tech on a team, the lower the overall tonnage/mechs on that team.

- Penalties for clanners
Another way to discourage the use of Clan Tech is by adding penalties for it's use. While the greater technology may yield better performance, it comes with a cost that maybe worth it depending on how well you do in battle. Some possible examples:
  • Targeting:

    It is well known that in lore, the clans can only target one mech at a time as part of their honor system. So this can be forced in play by doing things like once a mech is fired upon, you can not swtch targets until that mech is destroyed. For many, this would be a deal breaker on clan tech. That is good as it will encourage the use of IS tech.
  • Honor system as part of loyalty

    Loyalty points that phoenix mechs are supposed to give is so unclear and useless (currently) it is not even funny. But, the clanners could use this to their advantage. If they fire on another mech that they are not currently targeting, it will hurt their honor (loyalty) score.
  • Repairs

    I don't know if repairs will ever be reintroduced and I am kind of torn about whether or not I think that is a good idea. However, due to the nature of the technology, clans should definetely have repairs, and the costs should be high. That way, you will need to kick significant ass if you want the use of the technology to remain worth while.
  • Fewer/no modules

    Let's be honest, the clanners focus mostly on skill. Lets use this as a way to claim fewer benefits. Besides, the benefit of using clan tech is better tech! Let modules be a perk for IS mechs that helps give them an advantage.
  • Lower rewards for destroying IS tech

    Clanners VS IS is not a fair fight. So why should warriors choosing clan tech be given the same rewards as those chosing IS? You see this in any game. Take traditional FPSs. If I kill a boss/bigger enemy, I get more rewards.
  • Traditional Economics

    Supply vs Demand. Make this something that is adjustable. So that the more Clan tech is being used, the greater the demand, so the more expensive it becomes. Then, IS tech is much cheaper. It would be cool if this value floats with actual demand, but I could see how that would be difficult. At least fixed prices that are much much higher for clanners.
  • No hero mechs

    This probably eats into the over all financial model of the game. But seriously, the clanners only have one hero and that's Kerensky. In fact, there are probably more heros in the clanners given the way the fight for glory. Maybe there can be some other benefit like 'blood name' and whatever that would do, but leave the heros to the IS.
- Buffs for IS

If penealties discourage the use of one technology, then buffs would encourage the use of another. This is where benefits can be given to the IS. The IS has vast amount of space, and all of its facilities are close at hand. The clanners are far from their home and don't have production and resources readily available. As such, the IS would have the following advantages:
  • Targeting:

    Honor doesn't mean anything to them. So they shoot whoever the hell they want! Let's be honest, this is the biggest advantage that the IS has over the clans. It will ultimately fail if you try to make different technologies fight in the same way. This is essentially what your current plan is. Make clan tech comparable to IS so you can play clan tech like an IS warrior. They are not the same, they can't be played the same if the match will be even.
  • Far cheaper repairs, if any

    IS mechs are every where, and they are cheaper/free. Let this be a reason to use them over clan tech. This means that you can advance through the ranks quicker, or change chasis more easily, upgrade, etc.
  • More and greater variety of modules

    This would be a really cool thing that would give IS mechs a much greater flexibility. It would also level the playing field. Not all the modules need to be available to the clanners. Especially things like Artillery and Airstrikes.
  • Greater rewards for destroying clan tech

    This is the best way. If you destroy an incredibly expensive component and get a 30% boost with your hero mech, that means major cash money. Especially when the cost to repair your mech is cheap/free. It means fast way to earn $$.
  • Heros, Champions, and economics

    See these points above. Save these things for the IS. Gives a strong reason to use IS tech.
- IS Omni mechs

The biggest reason that the current proposals for clan tech don't work is that when translated into IS omni mechs, they get a significant disadvantage. Why switch out one armfor another on a IS mech? Keep omni omni... any sized engine (with in reason, like currently done), any weapon any where there is a mount. This doesn't mean that you can stuff a bazillion lasers into one arm. Maybe just 2-3. Maybe if using ballistics, you can use fewer weapons in an area (bulkier) than using energy. Either way, the current proposals = poor IS omnis later.

The over all goal is to point out that there are other options. Nerfing the tech doesn't have to be. While I don't know for certain, it is my belief that players would agree.

Further more, in its current state, MWO is not a game. It is a simulator that allows us to shoot mechs. There is nothing to strive for, nothing to achieve, just walk and shoot. It would be far better to put effort into developing a meaningful game, like the one that has been promised since the beginning, but not delivered. This way, the purpose of a hero mech with 30% boost, or loyalty points actually mean something.

While I do gripe, I am over all satysfied with what has been done. I really hope that you were being honest in the dev Q&A video when you said you read these things, and take it to heart. The fans really care about these things, and do agree with the intentions. Let's work together on designing the implementation.



You got some cool ideas and I'm totally on your side with sacrificing forced balance (is-tech vs clan-tech) for a more distinctive difference.

For once, omni mechs, in regard of their obscene flexibility concerning loadouts and of course superior weaponry, they should always be outnumbered. At least 10 vs 12 or 8 vs 12.

That said I would really like repair costs being reintroduced. Maintaining a fully fitted omni mech should be infinitely more expensive and if a mech is totally destroyed it should be way more expensive to restore it than an is mech.

I would even go as far and turn 50 - 75 % of games in a clan mech into a financial loss too severe to frequently drop in one of those mechs.

They should be expensive as hell and always outnumbered. But once you dropped with an omnimech it should be (at least to some extend) superior to an Is mech in terms of firepower and weapons' ranges. That's just how I would like it. As clans had a weird style of figthing their enemies, you mentioned it, they should get the most out of a match only if they play according to lore: If a clan warrior kills the mech he/she engaged then, and only then, will he/she get substantial rewards in terms of cbills. If a clan mech kills at random he should get only very minor cbill rewards.

In short: clan tech should be superior but deploying them should, as a balance, mean you will have a tough fight not only in terms of more Is-mechs facing you but also a battle to against the upkeep costs.

Is mechs should be rewarded substantially, on the other hand, if they win against a clan drop.

There are a ton of other possible ways to balance it. E.g. the IS has the possibility to drop a few more mechs during a match and the clans wont.

But I would like an absolute distinct difference when it comes to how each 'fraction' plays.

Sadly pgi already mentioned that this is not how they are going to approach the whole clan thing. They will go for balance in terms of fire power and everything else.

And I think most casual players wouldn't like a mech that they have to earn a lot of cbills for first, both in terms of initial costs and upkeep, and that other players can be very deadly with. And I most certainly believe they wouldn't care at all about the costs involved and downsides for those clan players.

I think it could be balanced with the number of deployed match (less for clans) and costs/rewards/rules of engaging (clans/vs IS).

Ultimately balance would be achieved if the win ratio in the overall stats is roughly 50 %. Meaning that each team has a good chance to win.

The difference would be that clans would face serious financial consequences (actually losing money after a bad and/or lost match), while the IS wouldn't or only to a much lesser extent.

There are probably a lot of other ways to go about balancing. But a big difference in playstyle would just be awesome.

#78 Wolfways

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Posted 05 February 2014 - 06:52 PM

View PostPhoenixFire55, on 04 February 2014 - 01:11 AM, said:


If you actually read his post he means REAL clan tech and not an excuse that PGI is calling clan tech.

I did actually read his post, and i'm talking about REAL clan tech.

Look at the difference between clan and IS mechs.
Armour - the same.
weapons - Clan have slightly better range which is mostly negated by the COD-style maps. Clan mechs carry more weapons, which they won't be able to fire because of MWO's increased heat system. The weight saved by lighter weapons will be useful for adding more needed DHS to bring the clan mechs performance up to the IS mechs level.
Speed - No idea how fast clan mechs could go if they get to upgrade engines, but i'd guess they'd be faster than IS mechs of a similar weight.

In MWO now IS mechs with stock weapons can be made viable by adding Endo and extra DHS/ammo. Many clan mechs won't have that option so will not be viable to play with stock weapons.

Maybe someone could point out to me how clan mechs would be superior in MWO?

#79 Craig Steele

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Posted 05 February 2014 - 07:32 PM

View PostWolfways, on 05 February 2014 - 06:52 PM, said:

I did actually read his post, and i'm talking about REAL clan tech.

Look at the difference between clan and IS mechs.
Armour - the same.
weapons - Clan have slightly better range which is mostly negated by the COD-style maps. Clan mechs carry more weapons, which they won't be able to fire because of MWO's increased heat system. The weight saved by lighter weapons will be useful for adding more needed DHS to bring the clan mechs performance up to the IS mechs level.
Speed - No idea how fast clan mechs could go if they get to upgrade engines, but i'd guess they'd be faster than IS mechs of a similar weight.

In MWO now IS mechs with stock weapons can be made viable by adding Endo and extra DHS/ammo. Many clan mechs won't have that option so will not be viable to play with stock weapons.

Maybe someone could point out to me how clan mechs would be superior in MWO?


They will be labelled as Clan Mechs?? :ph34r:

#80 ReXspec

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Posted 05 February 2014 - 08:47 PM

View Postoneda, on 05 February 2014 - 10:32 AM, said:



You got some cool ideas and I'm totally on your side with sacrificing forced balance (is-tech vs clan-tech) for a more distinctive difference.

For once, omni mechs, in regard of their obscene flexibility concerning loadouts and of course superior weaponry, they should always be outnumbered. At least 10 vs 12 or 8 vs 12.

That said I would really like repair costs being reintroduced. Maintaining a fully fitted omni mech should be infinitely more expensive and if a mech is totally destroyed it should be way more expensive to restore it than an is mech.

I would even go as far and turn 50 - 75 % of games in a clan mech into a financial loss too severe to frequently drop in one of those mechs.

They should be expensive as hell and always outnumbered. But once you dropped with an omnimech it should be (at least to some extend) superior to an Is mech in terms of firepower and weapons' ranges. That's just how I would like it. As clans had a weird style of figthing their enemies, you mentioned it, they should get the most out of a match only if they play according to lore: If a clan warrior kills the mech he/she engaged then, and only then, will he/she get substantial rewards in terms of cbills. If a clan mech kills at random he should get only very minor cbill rewards.

In short: clan tech should be superior but deploying them should, as a balance, mean you will have a tough fight not only in terms of more Is-mechs facing you but also a battle to against the upkeep costs.

Is mechs should be rewarded substantially, on the other hand, if they win against a clan drop.

There are a ton of other possible ways to balance it. E.g. the IS has the possibility to drop a few more mechs during a match and the clans wont.

But I would like an absolute distinct difference when it comes to how each 'fraction' plays.

Sadly pgi already mentioned that this is not how they are going to approach the whole clan thing. They will go for balance in terms of fire power and everything else.

And I think most casual players wouldn't like a mech that they have to earn a lot of cbills for first, both in terms of initial costs and upkeep, and that other players can be very deadly with. And I most certainly believe they wouldn't care at all about the costs involved and downsides for those clan players.

I think it could be balanced with the number of deployed match (less for clans) and costs/rewards/rules of engaging (clans/vs IS).

Ultimately balance would be achieved if the win ratio in the overall stats is roughly 50 %. Meaning that each team has a good chance to win.

The difference would be that clans would face serious financial consequences (actually losing money after a bad and/or lost match), while the IS wouldn't or only to a much lesser extent.

There are probably a lot of other ways to go about balancing. But a big difference in playstyle would just be awesome.


Again, it's REALLY sad that they are completely separating Clan Tech and I.S. tech as well as nerfing Clan tech to the point where about the only difference between both types of technology is that one looks different from the other. All of their supposed "balance problems" with Clan tech would be able to be fixed if they allowed clan tech to be integrated with I.S. 'mechs and vice-verse.

In the hypothetical case I mentioned above, players and devs alike NEED to accept the fact that most (if not all) I.S. tech was rendered obsolete by Clan tech that was "salvaged" off of Clan 'mechs or new I.S. tech that was developed to compete with clan tech.

You can't make every 'mech, every piece of weaponry, or every piece of technology simultaneously viable when you have a lot of content. It's just not realistic--or reasonable, for that matter.

Edited by ReXspec, 05 February 2014 - 08:48 PM.






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