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The Implementation Of Clan Mechs From Table Top To Pc Game


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#1 Jiang Wei

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Posted 31 July 2014 - 04:44 PM

Im not one for long winded posts. So here is my summary.

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#2 Impyrium

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Posted 31 July 2014 - 04:48 PM

You are more than welcome to explain what you'd do better, while keeping the Clan 'Mechs balanced against IS, and suiting the F2P game model.

#3 HlynkaCG

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Posted 31 July 2014 - 04:52 PM

@OP

Who are you and why should we care what you think if you don't care enough to actually articulate it?

#4 Mystere

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Posted 31 July 2014 - 04:55 PM

Talk is cheap. Put your money where your mouth is.

#5 Ph30nix

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Posted 31 July 2014 - 04:56 PM

View PostHlynkaCG, on 31 July 2014 - 04:52 PM, said:

@OP

Who are you and why should we care what you think if you don't care enough to actually articulate it?

he is Jiang Wei and he has a total of 44 forum posts god dont you read?

#6 Jiang Wei

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Posted 31 July 2014 - 04:56 PM

Because a picture is worth a thousands words.

#7 Gigastrike

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Posted 31 July 2014 - 05:07 PM

View PostJiang Wei, on 31 July 2014 - 04:56 PM, said:

Because a picture is worth a thousands words.

Yeah, but the opinion of someone who doesn't even explain their opinion is worthless.

#8 Gallowglas

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Posted 31 July 2014 - 05:10 PM

View PostJiang Wei, on 31 July 2014 - 04:56 PM, said:

Because a picture is worth a thousands words.


Perhaps if those words are blah, blah, blah. Otherwise a picture doesn't really explain how you think the Clans should have been introduced without breaking the game.

#9 Impyrium

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Posted 31 July 2014 - 05:16 PM

View PostJiang Wei, on 31 July 2014 - 04:56 PM, said:

Because a picture is worth a thousands words.


Good point. This picture explains to me that you're angry because something about Clan 'Mechs doesn't suit your liking, and now you're grumpy and want to post on the forums because you're desperate for attention... even though you're fully aware that no one is going to agree with you. Oh, and you believe us physic because surely we must be able to understand what your actual gripe is from such a very pathetic, immature gif.

#10 Jiang Wei

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Posted 31 July 2014 - 05:20 PM

View PostGallowglas, on 31 July 2014 - 05:10 PM, said:

Perhaps if those words are blah, blah, blah. Otherwise a picture doesn't really explain how you think the Clans should have been introduced without breaking the game.


How they should have been introduced? Hmm.... lets see. I would start by not trying to conform to BT values. It doesnt work.

I also would have looked at past mechwarrior games and examined how those developers handled balance, and take note of where they did it right, and where they did it wrong.

PGI didnt do that. They wanted to make it THEIR way. So this is what we got. A steaming pile of poop. It even looks like poop too, with the color pallette they used....

Lets take a look at another game created using the same graphics engine.. Archeage. That game is aprox 1,000,000 times bigger in scale, and looks about 20 times better in color pallette. That game looks very beautiful and colorful. Why does MWO look like crap? And why is the actual gaming area, if you add up all the area from all the maps in the game currently, equal to about .0000000001 % of the entire Archeage game world?(which doesnt even have zones!!!)

It seems to me that all of PGI's artists and programmers are a bit overpaid. OR.... this game is actually still in beta, but it was released early just so they could do a money grab.

I feel sorry for anyone who spent money on this game.

Edited by Jiang Wei, 31 July 2014 - 05:34 PM.


#11 Augustus Martelus II

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Posted 31 July 2014 - 05:23 PM

If they would follow the BT stuff....they would be a lot more powerful.

#12 Circles End

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Posted 31 July 2014 - 05:31 PM

View PostJiang Wei, on 31 July 2014 - 05:20 PM, said:

I also would have looked at past mechwarrior games and examined how those developers handled balance...

It's simple, really - they didn't. Clan tech was laughably overpowered in every single previous mechwarrior game. At least PGI gave it a try. I'm still on the fence if they were successful or nor. Time wil tell when I can get my own grubby mitts on some clan mechs.

#13 Jiang Wei

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Posted 31 July 2014 - 05:38 PM

View PostCircles End, on 31 July 2014 - 05:31 PM, said:

It's simple, really - they didn't. Clan tech was laughably overpowered in every single previous mechwarrior game. At least PGI gave it a try. I'm still on the fence if they were successful or nor. Time wil tell when I can get my own grubby mitts on some clan mechs.


PGI was very successful in taking advantage of battletech fans. Very very successful.. They scammed us all really good. Well... not me. I didnt pay a dime for this, nor would I, its garbage.

Edited by Jiang Wei, 31 July 2014 - 05:38 PM.


#14 Aresye

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Posted 31 July 2014 - 05:48 PM

View PostJiang Wei, on 31 July 2014 - 05:20 PM, said:


How they should have been introduced? Hmm.... lets see. I would start by not trying to conform to BT values. It doesnt work.

I also would have looked at past mechwarrior games and examined how those developers handled balance, and take note of where they did it right, and where they did it wrong.

PGI didnt do that. They wanted to make it THEIR way. So this is what we got. A steaming pile of poop.


To even imply that PGI tries to conform with TT rules is laughable, so essentially you have already contradicted yourself. You want to stay away from TT? The game you're playing is a perfect example of staying away from TT, which is why we have things like godmode ECM, ghost heat, gauss charge, etc. Nearly every nerf implemented has been designed to counter-act a flaw that was needlessly created in the first place.

For example, the Nova is supposed to have no torso twist, or an extremely limited one at best. That works as a balancing feature because it means the Nova has to directly face any opponent. PGI decided to give the Nova a torso twist, and lo and behold, it's stock loadout ends up being too powerful, so they design a ghost heat penalty that was essentially for the Nova itself.

A lot of rules in TT cannot be directly carried over to a PC game, so it ends up being the developer's choice as to how they interpret those rules.

When it comes to previous MW games, most of the TT numbers are pretty standard when it comes to weapon ranges, cooldown, heat, etc. The parts that end up being open to interpretation are the various penalties, turns, and movement rules, which is what gives each MW game its own flavor. PGI decided to go beyond mere interpretation with many systems (especially the heat system), and instead created multiple new systems that didn't work with canon mech and weapon values.

There's only 2 ways to really solve the balance issues with the game.
1. They continue chasing the nerf bunny for eternity as each change to weapons and mechs create a new meta that ends up being exploited until it's finally nerfed.
2. They redesign the systems that are the root cause of the balance issues, such as heat, ECM, sensors, jump jets, mech armor, weapon cooldowns, etc.

So far they've been sticking to option 1 pretty consistently. Option 2 requires (at this point) a near complete overhaul, and that's very, very unlikely to happen. So enjoy the constant ride of meta builds and nerfs. It will continue for the foreseeable future.

Edited by Aresye, 31 July 2014 - 05:49 PM.


#15 CocoaJin

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Posted 31 July 2014 - 06:55 PM

This is what I think of the start of this thread

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Oh, wait...

#16 Marvyn Dodgers

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Posted 31 July 2014 - 07:14 PM

Be careful of airbound birds

#17 DaZur

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Posted 31 July 2014 - 09:13 PM

Is it me or did the implementation the Clans bring out the absolute dushiest mouth breathers? ;)

I almost miss the elitist forum intelligentsia...

#18 Soulscour

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Posted 31 July 2014 - 11:06 PM

Wow. I can't believe you just compared MWO to Archeage. The graphics do not look better on Archeage. It is a WOW clone and looks cartoony. Mechwarrior doesn't have perfect graphics but they are way more immersive than the generic Archeage. If anyone wants to see, go ahead. Both games are streamed on twitch. As stated Archeage is a MMORPG and MWO is a shooter. MWO has to deal with flight path, hit registry, and hitboxes with weapons compared to Archeage where the spells hit based on whatever you targeted and a random number generator to determine whether it hit and how much.

In conclusion, I will reiterate that Archeage is a steaming pile of garbage that tries to copy everything WOW did just like a dozen other titles that are offering the same thing.

#19 LordSkippy

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Posted 01 August 2014 - 10:29 AM

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#20 MarineTech

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Posted 01 August 2014 - 02:03 PM

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