Craig Steele, on 06 February 2014 - 01:21 AM, said:
Ummm, I said "Slightly better", please don't take away my adjectives to support your argument. Thats not good form.
And I clarified that some aspects are not yet known, the unspoken insinuation being to make a informed judgement when all the details are available instead of throwing a tanty over half the story.
I suspect you are on a hiding to nothing if you are saying that a F2P game model should not sell a desired product because it doesn't suit your idea of balance. Sorry, but the mechs will be sold for real cash making it impossible to limit it's availability. Anyone with $$ will be able to buy them, same as anyone with $$ can currently buy every other mech. The model is not going to change.
Unless you want to kill the game by arguing for a subscription model?
If you want Clan tech in IS mechs you are basically arguing for a min max environment with no balance. They are attempting to balance the "power" of Clan tech by opting for package arrangements. I don't like the min maxing, theres too much min maxing already in this game to it's detriment.
If you want a kick butt optimal weapons loadout by stacking 8 ballistic hardpoints on madcat, you might have to settle for a comparably slower speed or lesser armour. Where's the problem?
Personally I don't have a problem with that in theory but the engine one certainly bugs me.
"Ummm, I said 'Slightly better', please don't take away my adjectives to support your argument. Thats not good form."
Based on the numbers, the Clan 'mechs ARE empirically more optimal in combat then I.S. 'mechs. How large or small their effectiveness is irrelevant as such factors can sky-rocket a 'mech's combat effectiveness with a skilled pilot. I'm not blowing this out of proportion, I'm referencing to what Paul's data confirms on what his model of Clan tech is (thus far).
"And I clarified that some aspects are not yet known, the unspoken insinuation being to make a informed judgement when all the details are available instead of throwing a tanty over half the story."
I am aware of that... I know the design choice behind Clan 'mechs are purely tentative. However, I'm trying to reach a consensus with you (and other players) that the current design model that Paul has proposed is mediocre at best, and atrocious at worst.
"I suspect you are on a hiding to nothing if you are saying that a F2P game model should not sell a desired product because it doesn't suit your idea of balance. Sorry, but the mechs will be sold for real cash making it impossible to limit it's availability. Anyone with $$ will be able to buy them, same as anyone with $$ can currently buy every other mech. The model is not going to change."
Neg. I wasn't saying the F2P model of business of micro-transactions is wrong, however, the P2W model is. I don't mind that P.G.I. get's their revenue on bling, paint jobs, or "premium time," but to give access to players with money the game-changing content like the Clan 'mechs or specialized hero 'mechs is bad form and alienates new players or players with no money in the long run. It's sending the wrong message to the players: "If you don't have money, you will have a hard time against players who do."
"Unless you want to kill the game by arguing for a subscription model?"
Subscription is not F2P. I don't know what point you were trying to make there.
"If you want Clan tech in IS mechs you are basically arguing for a min max environment with no balance. They are attempting to balance the "power" of Clan tech by opting for package arrangements. I don't like the min maxing, theres too much min maxing already in this game to it's detriment."
I would rather leave the "min/maxing" up to the players in the mechlab rather then have the devs do it for them. Sure. I recognize that players will develop their own metagame, and devs will balance the game around it, but you have to remember that other Mechwarrior games used this model and had less problems with balance in comparison to MWO.
"If you want a kick butt optimal weapons loadout by stacking 8 ballistic hardpoints on madcat, you might have to settle for a comparably slower speed or lesser armour. Where's the problem?"
But the fact that I will never be able to mount an MRM, or an X-pulse laser on the 'mech because of this forced separation is the problem in the first place. Forced separation is unnecessary, and will create the problems I've mentioned in my previous posts.
"Personally I don't have a problem with that in theory but the engine one certainly bugs me."
If you were able to use a Clan XL in your 'mech, you probably wouldn't be complaining.
Edited by ReXspec, 06 February 2014 - 01:50 AM.