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Clan Public Test And Post-June 17 Update


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#261 Syndrome Stoned

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Posted 12 June 2014 - 08:06 PM

View PostPeiper, on 12 June 2014 - 07:06 PM, said:

Okay, so I buckled and bought a clan mech a few minutes ago. I keep refreshing as the OP says here to do,




and I still don't have my mech. WHERE IS MY MECH???


Let me edit this post once more:


Whar be me Timber Wolf!?!?!

Don't let me down, PGI. You sold me a mech, let me play it, only 2:45 minutes left for me to mess with it!

Another edit:
Seriously, I'm starting to get pissed off. How long does it freakin' take? When I've bought MC, it's infused right away. I bought it TONIGHT after seeing them in action, and I bought them TONIGHT to PLAY them TONIGHT and not next week. I wouldn't have impulse-bought one if I couldn't try it out. WHERE IS MY FRAKKIN' MECH PGI. My transaction went through. YOU have my money. GIVE ME MY FRAKKIN' merchandise!

EDIT 4:
Come on, PGI. You have me excited for the first time in a year. DON'T let me down!


All players who pre-order any Clan Mechs or Collection before the same time tomorrow, June 12th, 2014 at 10 AM PDT, will be able to test drive their pre-ordered 'Mechs during the event.[color=#00FFFF] Come check out which [/color]Clan Mechs are available[color=#00FFFF]![/color]

#262 sandbag1

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Posted 12 June 2014 - 08:16 PM

Also, to post some feedback. The Clan mechs are ridiculously lethal, as they should be. I'm curious, however, how PGI plans to keep IS tech from becoming completely obsolete on the field. New game modes?

#263 Butane9000

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Posted 12 June 2014 - 08:21 PM

I for one welcome our new clan Overlords.

But no seriously I am watching this being streamed. Here's my take:

CLBX's sound AMAZING

The Autocannons sound and operate amazing.

Clan MGs sound freaking AWESOME

Clan LRMs look awesome coming off the rack. Exactly how missiles should fire.

The NGNG guys did a video of the Madcat vs a Orion then a Atlas and it's proving to be ridiculous.

Omni pods look interesting but with how freely you can switch out stuff it's going to lead to variants in name only.

Summoner looks like some cross between a Thunderbolt and Battlemaster.

SRM fix is going to be amazing.

#264 VXJaeger

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Posted 12 June 2014 - 08:44 PM

Good mechs.
Too bad they are gonna be nerfed as usual. Everything that is good must be nerfed.

#265 JHackworth

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Posted 12 June 2014 - 08:55 PM

am I correct in noting that Clan UACs do not double-tap, i.e. C-UAC20s only do 20 dmg over 5 rounds, can't double tap and has the potential of jamming?

Edited by JHackworth, 12 June 2014 - 08:55 PM.


#266 White Bear 84

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Posted 12 June 2014 - 08:59 PM

View PostCryptic Gamer, on 12 June 2014 - 06:04 PM, said:

Sooooo........ Issue with the Polygon Camo :ph34r:

Posted Image

Posted Image

Marshmallow Lance, Roll Out :huh:


Due to copyright, all public testing is cancelled and the clan mechs redacted :)


Posted Image

:mellow:

Edited by White Bear 84, 12 June 2014 - 08:59 PM.


#267 smokefield

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Posted 12 June 2014 - 09:24 PM

tested yesterday and i have noticed some things, may be bugs :

- cuac2 - you need to continuously tap the mouse but to fire - is it on purpose or a bug ?
- clan lrm are OP - except ecm and solid cover you do not have any other means to counter them. I have runed dual ams summoner with ams module and is useless against the clrms.
- the normal zoom is too weak. weaker than the IS one and pretty useless atm.
-the omnipods - a lot of them are too similar to offer a different alternative (at least that was my impression...this needs to be checked more after release.)

WE REALLY NEED A WAY TO FILTER MECHS BETTER !

MAKE IT A TREE LIKE MENU :

OWNED - split into CLAN and IS

PURCHASABLE - split into CLAN and IS

#268 Grom181

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Posted 12 June 2014 - 09:26 PM

biggest bug I have noticed, in my Timber Wolf Prime, when I lose on side torso (left or right) I lost every weapon, save for the adjacent arm weapon. So if my left side torso gets blown off, I lose even weapon save for my right arm weapon. Also, I have notice that some UAC-20 rounds do not count hits. Kind bad when a you are literally point blank on something and they laugh at your uac-20.

#269 smokefield

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Posted 12 June 2014 - 09:35 PM

yes - i hav e noticed the same thing with cerppc..some hits werent registering, not even visual, target was standing still, 100ish m. the projectile just passed through...more of them actuall. happened a couple of times.

#270 Oethe

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Posted 12 June 2014 - 09:41 PM

Clan LRM according to their previous post is the exact same as regular LRM except the different color. So how are they OP?

#271 blackicmenace

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Posted 12 June 2014 - 09:44 PM

View Postsandbag1, on 12 June 2014 - 08:16 PM, said:

Also, to post some feedback. The Clan mechs are ridiculously lethal, as they should be. I'm curious, however, how PGI plans to keep IS tech from becoming completely obsolete on the field. New game modes?


I posted a few games as top damage dealer in IS mechs. I think everything is in a good place. IS mechs can compete and Clan mechs feel Superior.

#272 Bootsock

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Posted 12 June 2014 - 09:54 PM

View Postsandbag1, on 12 June 2014 - 08:16 PM, said:

Also, to post some feedback. The Clan mechs are ridiculously lethal, as they should be. I'm curious, however, how PGI plans to keep IS tech from becoming completely obsolete on the field. New game modes?


I'd have to disagree with you on that one, personally I did alright last night in my IS 'mechs, certainly not the balance disaster I expected (after I'd got used to the light show! :))

Edited by Bootsock, 12 June 2014 - 09:55 PM.


#273 SaltBeef

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Posted 12 June 2014 - 10:08 PM

Only got to play for 20 min but what I saw I liked very much!! Claps for a JOB well done !! :)

#274 Oethe

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Posted 12 June 2014 - 10:22 PM

I enjoyed it. I found it mostly balanced but I will admit that the difference between a UAC20 and an AC20 due to the Front-loaded damage was quite drastic. I found in a fight an AC20 would easily trump a UAC.

Other than that everything else seemed to work perfectly good and was fun. Didn't seem imbalanced between Clans or IS based purely on a gameplay standpoint. (PUGs and Groups are for a different debate.)

#275 Kibble

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Posted 12 June 2014 - 10:30 PM

View PostOethe, on 12 June 2014 - 10:22 PM, said:

I enjoyed it. I found it mostly balanced but I will admit that the difference between a UAC20 and an AC20 due to the Front-loaded damage was quite drastic. I found in a fight an AC20 would easily trump a UAC.

Other than that everything else seemed to work perfectly good and was fun. Didn't seem imbalanced between Clans or IS based purely on a gameplay standpoint. (PUGs and Groups are for a different debate.)


Agreed however to me it seems clans excel when using a blitzkrieg strategy. The amount of daka they can lay down will more than likely send most timid players running for the hills.

Only real gripe I have was not being able to paint over the gunmetal color of my Summoner. Perhaps a way to get clan players to purchase patterns?

Edited by Kibble, 12 June 2014 - 10:32 PM.


#276 ClaymoreReIIik

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Posted 12 June 2014 - 10:44 PM

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.


#277 SilverlightPony

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Posted 12 June 2014 - 10:53 PM

^ Pretty much everything ClaymoreRellik just said. (refraining from QFT'ing for sake of space)

#278 anfadern

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Posted 12 June 2014 - 10:56 PM

I tell you all that yesterdays test was really wicked.

New weapons, new sounds, missiles looking great. Er ML with cool (warm) yellow beams.

All new system for the clan mechs with fixed engines but with omnipods to fiddle around with, they will keep me occupied for quite some time I guess.

Tthe list just goes on.. but to sum things up:

I had a blast!
:)

#279 smokefield

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Posted 12 June 2014 - 11:34 PM

the clrms seem faster.

#280 CSHubert

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Posted 12 June 2014 - 11:48 PM

As usual I couldnt test due to connection and time issues. Thanx pgi, for totally disregarding the european playerbase





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