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Current State Of Mwo+Clans= Fail?

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#1 HellJumper

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Posted 29 April 2014 - 01:44 AM

Hello

okay now i am not an expert in mech lore or anything. i have only read few books and played the games. from my understanding the clans had advantage in the following things:

1. Better armor
2. better weapons
3. Better range

now from what i ma gathering from the info avaialble about MWO clans none of those things will have a significant impact on the whole game. Why? well maps are too small to make clans use long range weaponary which at least to me means that their advantage will be gone. IS mechs will be at the same par with clan mechs in terms of firepower so this will pretty much negate the better armor part.

so are we really going to have IS vs Clan mech feeling? to me personally Nope. my solution.

Increase the size of the current maps and bring in bigger maps. this way at least the clan mechs can be used to some extent of their benefits.

thoughts?

Edited by Egomane, 29 April 2014 - 02:16 AM.


#2 TELEFORCE

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Posted 29 April 2014 - 02:18 AM

Clan 'mechs didn't always have better armor. Just look at the Kit Fox and Hellbringer on Solaris7.com.

I don't think anything's been said about Clan weapon range, so that's still up in the air. Laser weapon damage will be higher per lore, but beam duration will also be higer as well as heat.

#3 Kilo 40

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Posted 29 April 2014 - 02:21 AM

I think the clans will be fine, but I don't think anyone would complain about new and bigger maps.

#4 Vermaxx

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Posted 29 April 2014 - 02:25 AM

Higher beam duration is a very effective way to completely negate higher damage, since you just end up with more pulse of potentially the same damage as before. To those in the elite, more damage. To most, no change.

Yes, balancing clan tech around 12 on 12 teams means clans effectively fail in MWO. They would be a true potential powerhouse if they required some kind of buy in (possibly MC or prohibitively expensive cbill cost) enable your account, and then the teams were always smaller for clan players.

PGI is trying to keep everyone in the same queue bucket, indicating community warfare is hella far off and clan players really won't be playing FOR anything. As such they lose a lot of what balanced the clans out - supply problems, inner sphere dickery, and uneven army numbers.

I kind of want a clan mech so I'm one of the cool kids in July, but I dunno if it's worth it to pay real money.

#5 Onmyoudo

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Posted 29 April 2014 - 02:29 AM

Pretty sure the clans will still have longer range weapons. If you don't see the benefit of a med laser that can hit further than 600m away, well.

Seems PGI is intending to make the IS a balanced-ish faction, and have the clans be a glass cannon type. Which isn't necessarily a bad way to do it, I guess.

#6 TELEFORCE

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Posted 29 April 2014 - 02:30 AM

Yeah, the Clans have ER lasers as standard laser weaponry after all. They should be extended ranged ;)

#7 HellJumper

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Posted 29 April 2014 - 02:34 AM

View PostTELEFORCE, on 29 April 2014 - 02:18 AM, said:

Clan 'mechs didn't always have better armor. Just look at the Kit Fox and Hellbringer on Solaris7.com.

I don't think anything's been said about Clan weapon range, so that's still up in the air. Laser weapon damage will be higher per lore, but beam duration will also be higer as well as heat.


as i said i dont know much about the lore..

with the current map size most weapons can reach the other end of the map after moving up a little bit.. so ERlasers or clan version of those weapons wont have any range advantage on most of the maps. except for 2 current maps all maps are pretty much close range i.e. hitting enemies under 1000 meters so from weapon perspective at least i think clans wont have any advantage.

if i am not wrong it was mentioned by the devs that clan mechs will have a slight range advantage and the lasers will fire for a slight long duration.

#8 Triordinant

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Posted 29 April 2014 - 02:42 AM

I think the Devs stated that they're working on the premise that clan 'mechs and weapons will be "equal but different" when compared to IS tech. They won't be "better".

#9 Joseph Mallan

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Posted 29 April 2014 - 04:35 AM

View PostTELEFORCE, on 29 April 2014 - 02:18 AM, said:

Clan 'mechs didn't always have better armor. Just look at the Kit Fox and Hellbringer on Solaris7.com.

I don't think anything's been said about Clan weapon range, so that's still up in the air. Laser weapon damage will be higher per lore, but beam duration will also be higer as well as heat.

Better armor I think was that Clan FFA gave significantly more armor for the weight than Inner Sphere. But your opinion may vary.

#10 Magna Canus

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Posted 29 April 2014 - 04:49 AM

Well, there is no real "clan invasion". Clan mech's are just another option of mech you can ride into battle, so that is a disappointment. There is no CW/FW ATM so nothing to really fight for or defend, which is another disappointment.

I would not say "fail", but rather disappointing.
My anticipation is focused less on the actual clan mechs/weapons/etc. as the nuclear forum-fallout after delivery.

#11 Joseph Mallan

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Posted 29 April 2014 - 04:52 AM

After this Long Magna that there is ZERO faction loyalty in the MM is quite a disappointment. I work for House Steiner There should not be Capellans in my Team... Unless it is St Ives Compact.

#12 Thorqemada

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Posted 29 April 2014 - 04:55 AM

The idea of the way Clantech is planned to be implemented will make it very probably OP for Vets and UP for Beginners:
The already high Entry Barrier will become even higher bcs the Skillgap will Grow another time with prolonged Beam Durations, Sequential/Burst Fire Weapons, slower Speed Caps (inferior Mech-Speed is for Premades bcs they can overcome it with superior coordination) etc.

MWO is going Full Steam for Crazy Times ahead!

Enjoy ;)

Edited by Thorqemada, 29 April 2014 - 04:56 AM.


#13 mogs01gt

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Posted 29 April 2014 - 04:59 AM

Clan vs IS garbage is irrelevant for this FPS, unless the Devs dont care about balance! The only difference vs the IS mechs would be chassis favoritism and which mechs fits the Meta better.

If they really want to give the Clan mechs better performance, then throw game balancing out the window!

#14 Joseph Mallan

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Posted 29 April 2014 - 05:07 AM

View Postmogs01gt, on 29 April 2014 - 04:59 AM, said:

Clan vs IS garbage is irrelevant for this FPS, unless the Devs dont care about balance! The only difference vs the IS mechs would be chassis favoritism and which mechs fits the Meta better.

If they really want to give the Clan mechs better performance, then throw game balancing out the window!

This is what I came to play against. I want the Dave v Goliath up hill (both ways) Battle the Clan Invasion was. I want to EARN my wins. If I want fair and balanced Id fight the Dracs or Free Worlders.

#15 3rdworld

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Posted 29 April 2014 - 05:14 AM

Just need to strip a half ton of armor off the legs and good to go.

Posted Image

2 ER PPC, 2 Gauss, & 23 DHS.....we may have an issue when the clans come.....

Posted Image

52 damage alpha, 24 heat with 22 DHS and nearly the range of a current Jenner @ ~90kph & JJs.

Edited by 3rdworld, 29 April 2014 - 05:19 AM.


#16 Mahnmut

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Posted 29 April 2014 - 05:16 AM

I would prefer if clan tech is better then IS, but not overwhelmingly so, and then balance it out with 12 (3 IS lances) vs 10 (2 clan stars) match-ups. The idea of of mixing them together just seems like they are adding new mechs without adding any of the battletech lore into the game which it is sorely lacking.

Edited by Mahnmut, 29 April 2014 - 05:18 AM.


#17 Joseph Mallan

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Posted 29 April 2014 - 05:18 AM

View Post3rdworld, on 29 April 2014 - 05:14 AM, said:

Just need to strip a half ton of armor off the legs and good to go.

Posted Image

2 ER PPC, 2 Gauss, & 23 DHS.....we may have an issue when the clans come.....

Run cooler if you can go 3 Gauss 2 ER PPC. My Stone Rhino is a respected monster of battle.

#18 IIIuminaughty

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Posted 29 April 2014 - 05:20 AM

I honest would like to see like 3 more maps to come out along side with the clan or before....its time for them to start having community made maps

#19 3rdworld

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Posted 29 April 2014 - 05:21 AM

View PostJoseph Mallan, on 29 April 2014 - 05:18 AM, said:

Run cooler if you can go 3 Gauss 2 ER PPC. My Stone Rhino is a respected monster of battle.


Do you mean 3 gauss & ERPPC? Because stripping a lot of DHS to add in another Gauss is not going to help its efficiency.

As a mostly Gauss boat I would like more than 3 tons per. If you wanted you could lose some leg & arm armor, and get enough, which could work.

Ya 3 Gauss & ERPPC may be superior, but there is no way to run 3 Gauss & Dual ERPPC in MWO.

Edited by 3rdworld, 29 April 2014 - 05:25 AM.


#20 Vermaxx

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Posted 29 April 2014 - 05:26 AM

3025 was relatively balanced. No double sinks, no endo, no ferro, no gauss, no pulse anything, no er anything, no XL engines. Some mechs were relatively rare outside certain governments, that's it. Customization was arguably lower, but the game right now has a level of customization almost nonexistent in all of battletech.

PGI intentionally chose 3049 for their game, the start of THE WORST ONE SIDED WAR in the intellectual property. They did not choose a balanced time in the setting, they chose the whiz bang future tech happy fun hour everyone liked using for tabletop and video games because things went boom faster and the mechs are more easily recognized.

The fact that the fictional war got ground out relatively quickly had very little to do with the IS being badasses. It primarily had to do with inter clan dickery and general exploitation of the clan honor system. Two clans went genocidal on each other, and the clans got the short end of an honor battle for Terra. Basically the war ended due to politics, a lot sooner and less messily than it would have ended in combat. Even then, the Free Rasalhague Republic was almost nonexistent, and a huge chunk of the galaxy were clan holdings.

However, clan tech was always better, clan pilots were usually better, and fights against clan military units were almost always a disaster or Pyrrhic victory for the IS defenders. This is the game people were expecting, a massive up-yours for anyone who wanted to play as the Inner Sphere. What we GOT was a 12 on 12 slug match where your "faction" amounted to a forum banner and in game icon, and absolutely nothing else. It's still just 24 people slugging away at each other, most of whom haven't even bothered to even pick a meaningless faction picture.





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