Hi folks,
having playtested the clan mechs I feel like this thread needs at least one post with some form of criticism.
First off, I would like to point out a few things I really liked:
1. Clan ER PPCs. The implementation with splash damage hit the nail on the head. The heat added with the splash damage makes them strong, but not well boatable or overpowered. Good choice.
2. The artwork. All the Mechs look amazing, the movements are well animated and combined with the new HUD (which I consider a lot better in terms of readability) you really get the feeling of piloting "something else".
3. Changing the weapon behaviour on clan weapons took some of the raw overpoweredness they had in the tabletop away. The weapons do not feel too powerfull, better but not too strong.
Here are some things I am really concerned about and consider game breaking:
1. The limits you put on the mechlab do not go far enough. It was a neat idea to try and compensate for the power of certain modules by adding quirks. It does not work though.
The main advantage the clan mechs have over the IS mechs right now is the amount of weapon slots you can create by changing omnipods. Its not that the weapons are stronger, its not that the heatsinks are smaller. Its all that contributing to the "pay to win package" that early access clan mechs are going to be. The core problem is simply the sheer amount of weapon slots.
A possible solution would be to set a maximum weapon slot cap to the center torso section of the omnimech. A summoner Prime would have a limit of 5 weapon slots for example. Sure you can change sections, but you can only mount a maximum of 5 weapons. A nova prime would be an upside because you can mount 12 weapons (,but no 12 ER small + 4 machine guns). This would help to give the different variants a more unique "identity".
2. Pay to win if the matchmaker does not treat clan mechs differently from IS mechs. The clanmechs are by leaps and bounds better then their IS counterpart. In 12vs12 or 8vs8 settings an IS light mech will outrun his clan counterpart and therefore add more tactical flexibility, but thats it. There is absolutely no reason to use an IS medium or heavy compared to the clan lights, mediums, heavies. Hell a clan light absolutely easily outguns and outruns most IS mediums.
The only way you are going to compensate for this, is if you start using a battlevalue system where your matchmaker takes the relative (and easy to calculate) strength of the mech configuration into account as well as the (historically measured) skill of the pilot.
Do or (watch your game) die under the "Pay2win" argument. It is justified if you release clan mechs like this.
3. The "smurfy style" mechlab is still needed. Especially with the omnimechs and the pod changes the current style of mechlab escalates into an unnecessary clicking orgy. Change that please.
4. Survivability. Without adding a heat penalty when losing a side torso the clanmechs are just too hard to kill. They have the sturdiness of an IS mech running a standard engine, because lets face it:
The IS mechs that make for a playable zombie are not that strong in the first place. The real difference between most stalkers that lost their side torsos and a masakari that lost both side torsos is that the masakari killed half a team before he lost them....there is no other difference in team combat contribution after both sides are gone.
There are a lot of people in my unit who playtested some configs we came up with that are just extremely overpowered compared to what the IS can muster in the same weight. I know a lot of people might take extended breaks if clans come like this.
I am personally considering to ask for a refund on the (masakari) package I bought. I do not want to be a part of the upcoming P2W problem, the PuG games are going to turn into on tuesday.
You still got time to at least implement the max weapon amount limit...that would go a long way....
Edited by ClaymoreReIIik, 12 June 2014 - 10:51 PM.