Haipyng, on 19 June 2014 - 03:53 AM, said:
I didn't want to hop on the bash the Clans bandwagon from just some initial playing but after a few days in game and looking at Smurfy's data I think there will have to be balancing done, but to the Clans or IS I don't know.
Aside from the fact the Clanners get things like AC and Ultra AC20s, or LB20-X AC the specs laid out on comparable weapons like the ER Large Laser and C-ER Large Laser bear out the Clans have a substantial advantage for certain play styles. Crunching the numbers bears out a small DPS advantage on the C-ER Large Laser, but the lower slot count and weight combined with the increased range means more can be mounted on smaller faster mechs. So when combined with certain play styles that small advantage increases by a wide margin.
People will gravitate to whatever gives them an advantage. We saw that before with certain classes and builds being far more popular than others.
Right now that is undoubtedly Clan Mechs. Perhaps this is by design. People want to win so they will pay cash for the Clan Mechs to give them a bit of an edge. Good for IPG, bad for players that have already invested money and time on their IS Mechs that are now slightly overmatched, My guess is in a few months after they have milked the edge buying a Clan mechs gives (and we have far more Clan Mechs playing than IS Mechs) we will see patches to either increase IS or nerf Clans.
Point is balance will have to be maintained otherwise everyone plays the same kinds of mechs.
All clan weapons have very long burn /burst times. They have almost no FLD weapons other than the PPC and Gauss (which deal similar numbers to IS basically). An IS AC5 is still better than a clan AC5. Ghost heat has hit the clan mechs pretty hard, the UAC5 limit is 2. Any more and you start ghost heating so hard you might just die right then and there.
Clan LRMs are lighter, but fire in a stream that allows AMS to just destroy most if not all of the salvo. Also, most clan mech set ups don't allow you to mount AMS. Plus smurfy doesn't hsow all of the negative quirks clan mechs get. Daishi prime arms increase the cycle time of energy weapons by 7.5% each. So with 2 Prime arms your energy weapons (4 in each arm) fire almost at half the rate of IS energy weapons (longer cycle time to begin with + the quirk cycle time) Some of the quircks include 10% more heat damage to the T-Wolf S. So if it over heats, it just might die right then and there.
Ragnar Darkmane, on 19 June 2014 - 05:09 AM, said:
AND the firepower. Half weight SRMs and simply superior SLs and MLs might mean we won't see many IS lights anymore.
Trust me, the Ember, and the JR7-F will still cream most clan light mechs easy. I'm pretty sure the Locust is actually gonna shine even more.
Also, if we want to talk streaks, the Oxide will be in even more demand. Same with most commando variants that can run missiles (the 2D with ECM, and the rest with 170+Kph, only the hero TDK has no missile hardpoints)
Biaxialrain, on 19 June 2014 - 05:18 AM, said:
This is all bullshit. There is no way an IS mech stands up to a Clan mech ton for ton.
The weapons do more damage period and in many cases with less heat.
Survival times for IS mechs have decreased.
My k/d has gone up since the Clan release so please don't give me any skill bullshit either.
We've already established you don't know how mech mechanics work. You only look at weapon damage, which is where you are wrong.
First pay attention to beam duration, then cycle time. Then heat generated. Those 3 factors are why IS mechs have no problem dealing with clan mechs. Just because you haven't figured it out yet, doesn't mean it's OP. IS mechs have great hitboxes, while clan mehcs .... You can't miss their CT unless you intentionally aim at the arms and legs, and even then, you'll still probably damage the CT.
Viktor Drake, on 19 June 2014 - 05:40 AM, said:
Don't own a Clan mech, Played over a dozen different IS chassis in the last two days. Managed to pull the same kill counts, same damage, same number of assists, same XP, etc each and every match, even in matches that were 75% or greater Clan mechs.
So I am sorry to say, I really don't see how Clan mechs are Overpowered in the least.
Now while I resent the fact PGI pretty much went Pay-to-Play with the Clan expansion (I am sorry having to either pay large sums of money or wait 2-6 months to access the new content IS Pay-to-play any way you look at it), I don't think there is reason to complain about them being OP just because we don't have immediate access to them.
I mean honestly, lets face it, almost every complaint about them being OPed is from the "Have Nots" not from people who both have Clan mechs and have IS mechs. PGI's decision to go with greed and segregate the community into "Have" and "Have Nots" instead of just releasing a general content expansion is obviously going to be the cause for many unfounded complaints of Clan mech dominance and hearld the cry of nerf, nerf, nerf by people not able to access them for 2-6 months.
Obviously I am talking about the vast majority of complaints. There will always be some complaints by people that do not fit into my example but by and large, I do truly feel more of the OP complaints are going to be due the community as a whole not having equal access to Clan mechs.
We had the same deal with phoenix mechs. In fact I remember everyone going Shadowhawk is DOA. Now the SHD chassis is the most competitive medium out there.
Biaxialrain, on 19 June 2014 - 05:58 AM, said:
Let me put this in terms that even you swollen brained, fanboy gamers can understand.
Clan Med Pulse Laser, 7 damage, 5 heat, 3 cooldown, Range 400m Max. Range 800
IS Med Pulse Laser, 6 damage, 4.6 heat, 3 cooldown, Range 220m Max. Range 440
Where is the disadvantage? There is none, one is more powerful than the other. Do you see that?
The Clan Large Pulse has a max range of 1200m!
Now, that is one example, but they are all proportional to this in comparison.
You forgot burn time, heat, and cycle time. Good job for not understanding how basic weapon mechanics work. Or how mech quirks work. Daishi prime arms each add 7.5% cycle time to energy weapons. That's 15% increased cycle time. On top of the already longer cycle time. T-Wolf S has increased heat damage (10% at least I believe) so if it over heats, it can die right then and there. Remember the JJs it comes with? They generate heat as well.
Seriously, re-evaluate how you compare weapon systems.
Biaxialrain, on 19 June 2014 - 06:04 AM, said:
Oh yeah, what, like .5 sec longer? Woah, that's a real disadvantage.
You gotta have mad, crazy skill to hold a reticule on target for another .5 seconds.
Please.
LMAO, I haven't seen the massive influx of aggressive, skilled gamers, funny that you see them only after Clan release though.
That's the most idiotic statement I've read in a while.
With beam weapons 0.5 seconds means that's 0.5 seconds of your beam not hitting the enemy mech at all, because they decided to walk away. Or 0.5 seconds of the beam hitting the parts you don't want to hit, because they decided to not be stupid and use torso twisting.
The mere fact that you don't understand this solidifies that you don't even understand the basic mechanics of the game.
kapusta11, on 19 June 2014 - 06:04 AM, said:
How about 50 FLD/PP Dire Wolf?
40 points, with 10 points spread to other parts.
Suffers from increased cycle times even more if the Gauss rifles are in the arms.
Still loses to an AC 40 jager 24/7 under 400meters 24/7.
Nanoswimz, on 19 June 2014 - 07:04 AM, said:
Thanks for all **** that buy clans packages. Funding so incompetent devs is real hurt to MWO and Battletech franchise. They make pay 2 win function for enormous price. Clan mechs harder, better, faster, stronger.. Im okay with that if everyone can buy clan mechs but no, we have typical p2w wall and its total ****. Yes, i donate 120$ two years ago, but i think MWO will be best mech game and inspiration of battletech series. No, its pure crap.
That was very idiotic. So far from what we've been seeing, clan mechs are not OP, nor are they Pay to win. They are slower, hotter, and can't fire as fast, not to mention that they have almost no FLD. If you had a basic understanding of game mechanics you'd know that. Go learn the game please.
OneEyed Jack, on 19 June 2014 - 07:41 AM, said:
The only thing OP about the Clans is their weapon SFX. Awesome.
Seriously, there are probably some minor balance issues that will become more noticeable as everything settles in, but certainly nothing glaring.
The clan MGs just might be the sexiest weapon SFX in the game.
Nicholas Carlyle, on 19 June 2014 - 07:41 AM, said:
I honestly think, at least so far...the Clan implementation is probably the most reasonably complete/well balanced thing I've seen out of PGI in 2 years.
But of course it took to long, took priority over other more important things and once again is just more mechs and a money grab.
But it wasn't terrible.
Unfortunately, I'm still confused as to why it's so easy to customize my Inner Sphere mechs, and yet my Clan ones seem to be so much more rigid.
Because if they went with the lore system, then clan mechs would be very imbalanced in comparison. I honestly think that clan mechs are great right now, and play somewhat lore-friendly. The quirks they get from the omni pods add a real choice to how you customize your mech.