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


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#201 Gladewolf

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Posted 07 February 2014 - 11:19 AM

View Postmania3c, on 07 February 2014 - 01:37 AM, said:

maybe you..and maybe even me would suck it up..but again..it was tried and failed.. in moment when you will put some arbitrary boundaries between friends based on their preferences, you will start loosing your playerbase...you have either mirror these factions..or allow cross-faction play..and I am pretty sure.. PGI is pretty much focused on cross-faction play (but we will see..they didn't confirmed it yet.. but their sales last few months doesn't make sense if players would have to choose one faction only..

Millions of players disagreed with a few of your friends by making WoW the number one MMO in the world...long before paladins were added to the Horde, and Shamans were added to the Alliance...with the first expansion to the game. Vanilla WoW was not AT ALL a failure....in ANY sense of the word.

#202 Joseph Mallan

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Posted 07 February 2014 - 11:35 AM

View Postwanderer, on 07 February 2014 - 10:48 AM, said:


Note that those were the "pre-rulebook" rules and were eliminated when Clan construction rules were actually printed In a rulebook. It's like old 2750 TRO's having (slightly) different ammo amounts per ton for the Gauss Rifle- they were amended later.

The Clans do not produce standard lasers, canonically speaking.
Point well made...
BUT the Solaris 7 cyclic rates never made it into normal competitive TT play... but here we are on the ragged edge of Solaris 7 cyclic times.

#203 wanderer

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Posted 07 February 2014 - 12:21 PM

Quote

BUT the Solaris 7 cyclic rates never made it into normal competitive TT play... but here we are on the ragged edge of Solaris 7 cyclic times.


They are, however canonical. Combining them with crippled heatsinks and ghost heat radically shifts things towards ballistic use though- and even before that, higher fire rates favor weapons with lower base heat.

#204 ReXspec

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Posted 07 February 2014 - 05:38 PM

View PostLastPaladin, on 06 February 2014 - 01:12 PM, said:


It was MY point, not yours. I think I am the one to judge what is or isn't relevant to the point that I was making.


The fact that a point doesn't align with your point does not give you the right to hijack the validity of either argument. That's like saying, "it doesn't matter what your points are, mine were relevant to my original example, therefore, I'm right."

You said the Awesome was a sub-optimal 'mech... both me and Joe stated it SHOULDN'T be this way, and gave examples and made points as to WHY it shouldn't. Then you throw a fit and say it doesn't matter because the Awesome is STILL sub-optimal?

Then what's the point of having a discussion or making arguments then?

Edited by ReXspec, 07 February 2014 - 05:40 PM.


#205 Strum Wealh

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Posted 07 February 2014 - 08:00 PM

View PostJoseph Mallan, on 07 February 2014 - 11:35 AM, said:

Point well made...
BUT the Solaris 7 cyclic rates never made it into normal competitive TT play... but here we are on the ragged edge of Solaris 7 cyclic times.

Except, we're not - in a fair number of cases (and especially with the "big guns" - the larger lasers, the PPC family, the Gauss Rifle, the class-20 AC - and the smaller LRM launchers) are roughly half of what the "Solaris VII/'Mech Duel Rules" recycle times would be.

The S7/MDR recycle times:

Category 1 ("Delay 0" - 0.0 to 2.5 seconds)
  • MG
  • AMS
  • AC/2
Category 2 ("Delay 1" - 2.5 to 5.0 seconds)
  • Flamer
  • Small Laser
  • Medium Laser
  • Small Pulse Laser
  • AC/5
  • AC/10
  • LB 10-X
  • UAC/5
  • SRM-2
  • SRM-4
  • SRM-6
  • SSRM-2
  • Narc
Category 3 ("Delay 2" - 5.0 to 7.5 seconds)
  • Large Laser
  • Medium Pulse Laser
  • AC/20
  • Gauss Rifle
  • LRM-5
  • LRM-10
  • LRM-15
  • LRM-20
Category 4 ("Delay 3" - 7.5 to 10.0 seconds)
  • PPC
  • ER PPC
  • ER Large Laser
  • Large Pulse Laser

View Postwanderer, on 07 February 2014 - 12:21 PM, said:

They are, however canonical. Combining them with crippled heatsinks and ghost heat radically shifts things towards ballistic use though- and even before that, higher fire rates favor weapons with lower base heat.

I would contend that id the S7/MDR recycle times had been fully adopted and some of the weapon mechanics had been implemented differently (e.g. standard ACs as multi-shell burst-fire weapons rather than single-shell weapons - thus leaving the slow-cycling & high-heat PPC & ER-PPC, the slow-cycling & extremely-heavy Gauss Rifle (which could retain the charge mechanic), and the prone-to-jam (but quick-cycling) UACs as the only "concentrated front-loaded damage" weapons), time-to-kill (TTK) would be substantially higher (where increasing TTK, and thus 'Mech longevity, has been a stated goal of PGI) and things like Ghost Heat, and possibly even the reduction in DHS cooling, would have been unnecessary.

Consider the following - one example of what could have been of true S7/MDR recycle times had been applied to the energy weapons, which could give us something akin to the following:
  • giving the ER-PPC a ~9.5-second cooldown (for an average of 1.05 DPS and 1.58 HPS),
  • giving the Standard PPC a ~9.0-second cooldown (for an average of 1.11 DPS and 1.11 HPS),
  • giving the ER Large Laser a ~8.0-second cooldown (for an average of 1.13 DPS and 1.06 HPS),
  • giving the Standard Large Laser a ~6.0-second cooldown (for an average of 1.50 DPS and 1.17 HPS),
  • giving the Standard Medium Laser a ~4.0-second cooldown (for an average of 1.25 DPS and 1.00 HPS),
  • giving the Standard Small Laser a ~3.0-second cooldown (for an average of 1.00 DPS and 0.67 HPS),
  • giving the Large Pulse Laser a ~7.5-second cooldown (for an average of 1.41 DPS and 1.13 HPS),
  • giving the Medium Pulse Laser a ~5.0-second cooldown (for an average of 1.20 DPS and 1.00 HPS),
  • giving the Small Pulse Laser a ~2.5-second cooldown (for an average of 1.36 DPS and 0.96 HPS), and
  • leaving the Flamer as a continuous-fire weapon that deals both 1.00 DPS and 1.00 HPS to the target & a heat generation of 1.25 HPS to the firing unit, or re-implementing it as firing a burst or puff of plasma with a recycle time of ~2.5 seconds, a per-burst/puff damage of 1.25 damage & 1.25 heat to the target, and a heat generation of 1.50 to the firing unit.
A similar principle could have also been applied to the ballistic weapons:
  • giving the Gauss Rifle a ~7.25-second cooldown (for an average of 2.07 DPS and 0.14 HPS),
  • giving the AC/20 a ~5.5-second cooldown (for an average of 3.63 DPS and 1.27 HPS),
  • giving the AC/10 (and LB 10-X) a ~3.75-second cooldown (for an average of 2.67 DPS (for both the AC/10 and the LB 10-X), and 0.80 HPS for the AC/10 & 0.53 HPS for the LB 10-X),
  • giving the AC/5 (and UAC/5) a ~2.75-second cooldown (for an average of 1.82 DPS (or 3.63 DPS for a double-fire UAC/5) and 0.36 HPS (or 0.73 HPS for a double-fire UAC/5)),
  • giving the AC/2 a ~1.25-second cooldown (for an average of 1.60 DPS and 0.80 HPS), and
  • leaving the MG where it currently is (firing ten 0.10-damage bullets per second, for an average of 1.0 DPS).
If this had been done for the IS weapons, assigning similar values for the Clan weapons would have been much easier, and would allow some weapons to either not be so ridiculous (e.g. Clan UAC/20 would fire at 5.50-second intervals under normal ROF or 2.25 second intervals at double ROF, under the proposed system) or actually workable at all (e.g. the Clan UAC/2 can't be set to match the Standard AC2's current ROF implementation as the current AC5 & UAC/5 match, due to the 0.50s Ghost Heat interval vs the Standard AC/2's current 0.52s recycle time).

#206 Sephlock

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Posted 07 February 2014 - 08:05 PM

View PostReXspec, on 06 February 2014 - 12:05 AM, said:


This is why weaponry such as the Heavy Gauss and X-pulse lasers were developed. Much of the primary weaponry of the inner-sphere remained unchanged. Meaning that Clan Tech and I.S. tech remained the same, stats wise, but new weapons were developed to compete with Clan tech directly.


Assuming we ever get there, I am really curious as to how they are going to balance out that tech.

I mean, we aren't getting stuff like 15 damage Clan ER PPCs...

And I don't even want to think about how they'll handle X pulse lasers.

Heavy lasers on the other hand, should be pretty straightforward :P... they'll probably just ghost heat pwn them or something.

#207 ReXspec

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Posted 07 February 2014 - 08:20 PM

View PostSephlock, on 07 February 2014 - 08:05 PM, said:

Assuming we ever get there, I am really curious as to how they are going to balance out that tech.

I mean, we aren't getting stuff like 15 damage Clan ER PPCs...

And I don't even want to think about how they'll handle X pulse lasers.

Heavy lasers on the other hand, should be pretty straightforward :P... they'll probably just ghost heat pwn them or something.


I would be TERRIFIED of those weapons if they tacked on ghost heat to them and called it good. :rolleyes:

The way I see it, the only way to balance the weapons and keep everything from getting rediculously hot is reducing rates of fire... I would be fine with that if they were reduced to TT values, but we HAVE to figure that as weapons get hotter (which they will) a lot of previously optimal 'mechs will become absolute garbage...

Take the Dire Wolf, for example. That sucker mounts FOUR Clan ER Large Lasers, FOUR Clan ER Medium Lasers, two Clan Ultra AC-5s and a Clan LRM 10. With PGI's current heat scaling, that f*cking 'mech will turn into a worthless, walking oven/coffin.

Edited by ReXspec, 07 February 2014 - 08:21 PM.


#208 Sephlock

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Posted 07 February 2014 - 08:49 PM

View PostReXspec, on 07 February 2014 - 08:20 PM, said:



I would be TERRIFIED of those weapons if they tacked on ghost heat to them and called it good. :P

The way I see it, the only way to balance the weapons and keep everything from getting rediculously hot is reducing rates of fire... I would be fine with that if they were reduced to TT values, but we HAVE to figure that as weapons get hotter (which they will) a lot of previously optimal 'mechs will become absolute garbage...

Take the Dire Wolf, for example. That sucker mounts FOUR Clan ER Large Lasers, FOUR Clan ER Medium Lasers, two Clan Ultra AC-5s and a Clan LRM 10. With PGI's current heat scaling, that f*cking 'mech will turn into a worthless, walking oven/coffin.


Incidentally, canonically Omnimechs cannot use coolant flush systems... I wonder if they plan to stick to THAT part of the lore...

#209 Sephlock

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Posted 08 February 2014 - 12:08 AM

View PostReXspec, on 05 February 2014 - 09:48 PM, said:



LOL

So what is the alternative, I wonder? Completely phase out CERPPC's and pretend they don't exist? Or nerf them to oblivion?
http://www.reddit.co...er_over/cf9j0fg

#210 ReXspec

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Posted 08 February 2014 - 12:46 AM

View PostSephlock, on 08 February 2014 - 12:08 AM, said:



http://www.reddit.co...ruction/cf8oj7w

There is my counter-proposal. ^^

It doesn't have much to do with the Clan PPCs, but it DOES address my proposal for giving I.S. pilots access to Clan weaponry.

Edited by ReXspec, 08 February 2014 - 12:50 AM.


#211 Sephlock

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Posted 08 February 2014 - 12:51 AM

View PostReXspec, on 08 February 2014 - 12:46 AM, said:



http://www.reddit.co...ruction/cf8oj7w

There is my counter-proposal. ^^

It doesn't have much to do with the Clan PPCs, but it DOES address my proposal for giving I.S. pilots access to Clan weaponry.
No! Not my gaussraven! Or my PPC Jenner!

#212 ReXspec

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Posted 08 February 2014 - 12:53 AM

View PostSephlock, on 07 February 2014 - 08:49 PM, said:

Incidentally, canonically Omnimechs cannot use coolant flush systems... I wonder if they plan to stick to THAT part of the lore...


P.G.I.'s history of sticking to lore has been... unreliable, at best. Knowing them, they probably won't even think to address it.

View PostSephlock, on 08 February 2014 - 12:51 AM, said:

No! Not my gaussraven! Or my PPC Jenner!


Calm thyself! :ph34r: If P.G.I. is to be believed, more 'mechs will be released, and I'm sure we'll see the 'mechs from the battletech series that are actually optimized for big guns like those (such as the hollander, or the panther :) ).

Edited by ReXspec, 08 February 2014 - 12:56 AM.


#213 Craig Steele

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Posted 08 February 2014 - 01:28 AM

View PostReXspec, on 08 February 2014 - 12:46 AM, said:


http://www.reddit.co...ruction/cf8oj7w

There is my counter-proposal. ^^

It doesn't have much to do with the Clan PPCs, but it DOES address my proposal for giving I.S. pilots access to Clan weaponry.


I took ot the trouble to click on this and something occurred to me.

You argue in here that a Raven can't equip a Gauss cause it's "not designed" to carry that sort of weapon, blurb blurb "Hollander". I get that, solid argument.

What I don't get is why you're so passionate that IS mechs not designed to use Clan tech you do want.

I mean, if your argument is that a mech should be "limited" to what it's designed for, why would IS mechs be able to use the Clan tech they are not designed for?

#214 wanderer

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Posted 08 February 2014 - 08:31 AM

View PostCraig Steele, on 08 February 2014 - 01:28 AM, said:

I mean, if your argument is that a mech should be "limited" to what it's designed for, why would IS mechs be able to use the Clan tech they are not designed for?


Clan tech is virtually incompatible with IS tech at this point, mind you. Even Clan and IS Omni tech isn't, later on- you have to modify one to fit on the other.

IS tech is compatible with itself. A 'Mech is, in part, so viable because it's much more able to be modified (even if it takes a factory floor to do it in some cases) with compatible technology to improve it. The Mackie is the classic example, while later SLDF Royal models go further with the same ideas.

#215 ReXspec

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Posted 08 February 2014 - 08:43 AM

View Postwanderer, on 08 February 2014 - 08:31 AM, said:


Clan tech is virtually incompatible with IS tech at this point, mind you. Even Clan and IS Omni tech isn't, later on- you have to modify one to fit on the other.

IS tech is compatible with itself. A 'Mech is, in part, so viable because it's much more able to be modified (even if it takes a factory floor to do it in some cases) with compatible technology to improve it. The Mackie is the classic example, while later SLDF Royal models go further with the same ideas.


Actually, refits were very common in the battletech universe. The only reason why people get the impression that refits for I.S. to clan tech and vice-verse were hard/impossible is because refits with clan tech were expensive.

However, the caveat to that is, refits were FORCED to be common through need because the Clans were kick I.S. pilots asses so hard.

Edited by ReXspec, 08 February 2014 - 08:44 AM.


#216 Strum Wealh

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Posted 08 February 2014 - 09:52 AM

View Postwanderer, on 08 February 2014 - 08:31 AM, said:

Clan tech is virtually incompatible with IS tech at this point, mind you. Even Clan and IS Omni tech isn't, later on- you have to modify one to fit on the other.

IS tech is compatible with itself. A 'Mech is, in part, so viable because it's much more able to be modified (even if it takes a factory floor to do it in some cases) with compatible technology to improve it. The Mackie is the classic example, while later SLDF Royal models go further with the same ideas.

View PostReXspec, on 08 February 2014 - 08:43 AM, said:

Actually, refits were very common in the battletech universe. The only reason why people get the impression that refits for I.S. to clan tech and vice-verse were hard/impossible is because refits with clan tech were expensive.

However, the caveat to that is, refits were FORCED to be common through need because the Clans were kick I.S. pilots asses so hard.

Actually, the tech bases were incompatible to such a high degree for non-OmniTech 'Mechs that incompatibility was still a major (and, in many cases, insurmountable) issue into the Jihad era.
"Because of their unfamiliarity with advanced Clan technology, Inner Sphere technicians remain at a disadvantage when working on Clan-built equipment (reflected on the appropriate tables with a negative modifier)." - Strategic Operations, pg. 168
Not only was Clan gear expensive to acquire for IS MechWarriors, but installation of said Clan gear on a non-OmniTech IS 'Mech was actually a substantial challenge for even the most elite of techs.

As such, cross-tech refits, even after the Clans were halted at Tukayyid & even after the Great Refusal, were largely unheard-of outside of some of the most prominent & prestigious of characters' "Hero 'Mechs" (e.g. Archer Christifori's Penetrator having Clan ERLLs (but no other Clan tech) because he was attached to the SLDF expedition that took the CSJ capital world of Huntress and is one of only two to receive the Star League Medal of Honor).

However, IS and Clan OmniMechs' OmniPods (with the former being based on the latter) are fully cross-compatible in BattleTech.
"Clan/Inner Sphere Incompatibility: For any attempt to use a Clan component to replace an Inner Sphere one (or vice versa), add an additional +4 modifier to reflect the basic incompatibility of the two technologies. Inner Sphere and Clan OmniPods are the exception to this rule. Equipment adapted for pod use can be interchanged with no penalty between Inner Sphere and Clan Omni units (as well as between different classes of Omni units, such as an OmniMech and an OmniVehicle)." - Strategic Operations, pg. 182

While mix-tech was certainly possible in-universe, the technical challenges were such that it was exceedingly rare - to the point of being largely unheard-of - well into the future of the BT timeline from MWO's current setting.
As such, PGI is arguably on the right track (and, IMO, a more-palatable one, as it doesn't allow for the wholesale obsoleting of the entire IS weapon & equipment line) with regard to not allowing widespread tech-mixing.

#217 ReXspec

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Posted 08 February 2014 - 09:56 AM

View PostStrum Wealh, on 08 February 2014 - 09:52 AM, said:

Actually, the tech bases were incompatible to such a high degree for non-OmniTech 'Mechs that incompatibility was still a major (and, in many cases, insurmountable) issue into the Jihad era.
"Because of their unfamiliarity with advanced Clan technology, Inner Sphere technicians remain at a disadvantage when working on Clan-built equipment (reflected on the appropriate tables with a negative modifier)." - Strategic Operations, pg. 168
Not only was Clan gear expensive to acquire for IS MechWarriors, but installation of said Clan gear on a non-OmniTech IS 'Mech was actually a substantial challenge for even the most elite of techs.

As such, cross-tech refits, even after the Clans were halted at Tukayyid & even after the Great Refusal, were largely unheard-of outside of some of the most prominent & prestigious of characters' "Hero 'Mechs" (e.g. Archer Christifori's Penetrator having Clan ERLLs (but no other Clan tech) because he was attached to the SLDF expedition that took the CSJ capital world of Huntress and is one of only two to receive the Star League Medal of Honor).

However, IS and Clan OmniMechs' OmniPods (with the former being based on the latter) are fully cross-compatible in BattleTech.
"Clan/Inner Sphere Incompatibility: For any attempt to use a Clan component to replace an Inner Sphere one (or vice versa), add an additional +4 modifier to reflect the basic incompatibility of the two technologies. Inner Sphere and Clan OmniPods are the exception to this rule. Equipment adapted for pod use can be interchanged with no penalty between Inner Sphere and Clan Omni units (as well as between different classes of Omni units, such as an OmniMech and an OmniVehicle)." - Strategic Operations, pg. 182

While mix-tech was certainly possible in-universe, the technical challenges were such that it was exceedingly rare - to the point of being largely unheard-of - well into the future of the BT timeline from MWO's current setting.
As such, PGI is arguably on the right track (and, IMO, a more-palatable one, as it doesn't allow for the wholesale obsoleting of the entire IS weapon & equipment line) with regard to not allowing widespread tech-mixing.


This being said, isn't it counter-intuitive to force Omni-mech users to use strictly Clan tech?

#218 Strum Wealh

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Posted 08 February 2014 - 10:17 AM

View PostReXspec, on 08 February 2014 - 09:56 AM, said:

This being said, isn't it counter-intuitive to force Omni-mech users to use strictly Clan tech?

The only 'Mechs that would be available in the near term would be Clan OmniMechs and IS non-OmniTech 'Mechs.

The tech incompatibility works both ways ("For any attempt to use a Clan component to replace an Inner Sphere one (or vice versa), add an additional +4 modifier to reflect the basic incompatibility of the two technologies.") - Clan technicians wouldn't be familiar with IS equipment, and the IS equipment isn't built to be compatible with the Clans' OmniTech system (e.g. power relay connector geometry, mounting point locations, etc).

The IS OmniMechs don't come into being or become an issue until 3052, with the debut of the Raptor.

All but three of the Clans' non-OmniTech ("second line") 'Mechs are out of the running for the near term, due to either not existing on MWO's "present" within the BT timeline or not having enough variants until well into the "future" (if ever).

So, what we've got for some time are the two most-incompatible branches of the BattleMech family.

#219 Craig Steele

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Posted 08 February 2014 - 03:26 PM

View PostReXspec, on 08 February 2014 - 08:43 AM, said:


Actually, refits were very common in the battletech universe. The only reason why people get the impression that refits for I.S. to clan tech and vice-verse were hard/impossible is because refits with clan tech were expensive.

However, the caveat to that is, refits were FORCED to be common through need because the Clans were kick I.S. pilots asses so hard.


This just simply is not true in Canon.


Sturm Wealh covers it pretty well.

There are references in TRO 3025 where mechs just adding a extra weapon or swapping one (ie, PPC for AC) taxed the chassis / heatsinks / targetting computer so much it was unworkable, and thats current tech of the time. The mechs of TRO 3025 were still the majority of serving mechs and there is no reason to believe they suddenly developed an ability to become more customizable.

The Omni mech "break through" was largely the work on the gyro which enabled the mech to kinda "auto balance" the various swapping of load out and IS mechs simply don't have that machinery until much much later.

Yes it was expensive, supply and demand the factor there. The Houses basically comandeered everything salvageable so there was not a lot to go around. But what there was available simply wasn't a plug and play scenario.

#220 Varent

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Posted 08 February 2014 - 05:16 PM

Ok I avoided posting on this thread for as long as I can stomach. Was pretty sure it was just going to die but since it didnt I suppose ill throw in my two cents. Also changing the quotes abit for cleaning up purposes and numbering.

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


Why this is preferable:
1) - 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.


2) - 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.

3) - 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.

4) - 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.


1) While falling in line with lore is all fine and dandy, Creating mechanics to push towards a well made and balanced shooter is far more important and more crucial to the success of a franchise. That said It falls more in line with true lore for the weapons to simply be in place then for them to do 'x' damage. None of the books really quantify the damage that the weapons did. That was all based off of the original board game. Wich even the group that created it admited was grossly unbalanced.

2) This statement worries me on more levels then I can express. Yes it waters down the technology BECAUSE the technology would break the game. No you dont need more armor or more speed because "you are not very good". You need to practice the game and work on your own skills. You do not need built in handicaps and a large machine to accomodate your own inequalities.

3) Im not even sure what your saying here.

4) AGAIN. see the response to number 2. That said you do understand you will be going up against those same mechs as well when its clan vs clan wich would occur all the time. So you would be at the same tech level anyways? Or are you just hoping to shoot fish in a barrel. These posts basically look like your just searching for a tech advantage because you want to be better then your opponent and destroy them more easily. This is a very bad viewpoint.

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

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.


While this sounds fun perhaps it would actually be a great detriment towards a competitive game and just creat further inequalities. Battletech was able to do this and do this (badly) because they had pilots that essentially had no true major differences in skills. It was negligible. Where as a game in which pilot skills can mean everything and where a light mech piloted well can take out an assault mech. The pilots are game breakers. Because of this its impossible to balance by weight or by amount on those terms.

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


- 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.


1. This game is a shooter. Its important to keep the basic pemises of a shooter intact. This would simply force players to alter there behavior. That said there would be no way to impliment this effectively into the game without forcing players to actively play a certain way. Making a gamer be FORCED to do something is not fun and will kill the community.

2. Gamers as a whole do not care about honor. Most players who play this game are very casual and will not be bothered by a dip in this since they will only want to login to kill some big stompy robots then logout again.

3. Raising repair costs would only further hamper newer players.

4. Currently the modules are mostly being used to similulate targeting computers from what I can tell. Either way they might have less modules anyways as it stands now. So *shrug*

5. Again this would further alienate the newer players.

6. and yet another thing that would alienate newer players. Honestly we should probly be lowering prices overall...

7. Besides the fact that the clans do indeed have heroes. There have been numerous mechs that were set aside as war memorials. Besides that fact Heroes are a way of making money for the corporation. They do need to feed there families you know.


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


- 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.


1. This is how a shooter should be played. This premise is based off a change to the clanners wich would force people to play in a way that is unfullfilling as a shooting gamer.

2. In reality prices should be cheaper in general and things should not be implimented that will discourage newer players. That said, This would do nothing for the people that put RL money into the game regardless.

3. Frankly I think all around there should be more modules implimented, for both sides of it. They add a strong degree of customizability for what individual pilots want.

4. See Above.

5. Your stating things already put in place as reasons for there being balance... thats.. kinda... ya... c.c,,,,,,


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


- 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.


Actually it kinda opens up the door more so for the inner sphere and makes it easier. They can simply impliment quasi clan tech more simply and easily this way ina very balanced format later on. This is a good thing that will continue to keep the game balanced.

I think overall you need to understand PGI is actually doing a very smart and very good thing for the health of the game by doing this. And that is what should be primary.





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