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Incoming Hot Fix - 06 August 2014


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#101 Sky Hawk

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Posted 06 August 2014 - 03:18 PM

So... I like tests, but...12 Clan vs. 12 IS? Really?

I know you can't creat a 10 vs 12 match (even, if I see every day some of them...nwm), because MM works with Lances (4-man groups)... So, why don't you creat sometimes 2 Lance Clan vs. 4 Lance IS... It would be near the same amount of fairness, as the 12 Clan vs 12 IS matches.. I AM RIGHT? Ye... I am..

Edited by Sky Hawk, 06 August 2014 - 03:24 PM.


#102 xWiredx

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Posted 06 August 2014 - 03:42 PM

Bummed that I didn't get to participate either time this was on =/

#103 Semper Fi

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Posted 06 August 2014 - 03:43 PM

SERIOUSLY, I so wanted to join and kill some Clans with my IS mechs. And then turn around and kill some IS mechs with my Clans.

Please post results.

Semper Fi

#104 Myfriendscallmecoach

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Posted 06 August 2014 - 03:51 PM

Well i think ive played enough today to give a useful amount of feedback for this test. First off id like to thank the devs for giving a heads up for the incoming clan vs Is test, as well as increasing the duration of the test so i was actually able to play many more games than before.

Out of all the matches i played today, about 80% of them were IS vs IS. These were some of the best matches ive had in a while. It also seems that my team mates were more willing to follow directions and actually work as a team to achieve victory.

My first match of the day ended up being IS vs Clans, and as many would expect it was a loss. Not a complete stomp as my team was willing to work together, but in the end it was 7-12. Next handful of matches were IS vs IS and were again some of the most fun games ive had.

The next IS vs Clan match was very frustrating. My team was again, very competent but the amount of Arty spam was outrageous. Combined with the constant stream of LRMs it was near impossible to even move from cover. This trend continued in every IS vs Clan match i played in. Although i must admit trying to combat the clans with new tactics was fun, but this too became old and tiresome.

I also noticed a few instances where hit reg seemed to be having issues. Also in one game my temper got the best of me when my team was in the lead vs clans when everyone froze in place. After the game caught up i found myself nearly cored and being assaulted by 2 timberwolves who were not there before. After that the game went down hill and we lost our 5 point lead...

Ive heard someone in game mention that the 10 vs 12 match ups are not supported by the current MM. If memory serves correct i thought the devs re-worked the MM a while back, or was that my imagination?If this is the case than i would think they would allow for the the 10vs 12 peramiters to be put in place if needed.

In conclusion, there obviously needs fixing witht he current IS vs Clan match up. Arty is just too much to handle at its current state. I used to believe that skill was a large factor in the IS vs Clan match, and although my opinion on that hasn't changed too much; there is a very obvious power advantage when clans are put together vs IS. I dont blame one factor as the major cause for this, but many factors that in combination make for a very unfair and unbalanced combination over the IS teams.

Hopefully this feedback provides vital info in improving the game as a whole.

#105 AlmightyAeng

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Posted 06 August 2014 - 03:51 PM

Played 4 games as IS...quit and played Planetside 2.

#106 Zornduke

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Posted 06 August 2014 - 04:12 PM

This IS vs Clan is fun. I lost all matches.
Now i just leave every IS vs Clan game right away.

You know, it is not good to deliberately frustrate your players.

THX for the great matches.

#107 Thorqemada

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Posted 06 August 2014 - 04:21 PM

Imho - and PGI would probably benefit form it - you need 4 Lances of IS Mechs vs 2 Stars of Clanners and hey PGI -> that is 26 Mechs instead of 24 and probably doable (if you find that many IS Pilots)!

#108 Schakar

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Posted 06 August 2014 - 04:25 PM

View PostNikolai Lubkiewicz, on 06 August 2014 - 03:30 PM, said:

The IS vs Clan test has now been switched off. We will be reviewing the data this evening and tomorrow.
Thank you all for your participation.

Should be pritty simple.

Clan small laser v IS small laser = 100% to 150% more range (200m to 300m optimal v 100m optimal)
Clan med laser v IS med laser = 100% to 150% more range (400m to 500m optimal v 200m optimal)
same for nearly all other weapons OR much easier fitting values (less slots, less tons)

It's terrible you need a test for this at all ;). The pur numbers are enough to see the failed balance.
And no, speed does not compensate for this! Any IS mech is simply dead before he can get close enough!

And in before: "buy a Claner before ....". I own a KitFox and a Nova and it's sooooooooo much easier with them compared to any IS Mech! Everyone who claims Clan-weapons are balanced simply don't want to lose his OP roflstomper status!

If they wouldn't be much stronger ... you would NOT buy them! Simple fact!

#109 anonymous161

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Posted 06 August 2014 - 04:27 PM

If they ever nerf the clans strongly I'm officially done I will just play dark horizons or find a way to get mechwarrior living legends to work.

The point was to make them different to play the game differently, they are not op like people whine I get taken out by spheroids all the time all they gotta do is take out an arm and most of my firepower is gone, thats not to say I do quite a bit of damage but I just find them to be well enough balanced to not call for any buff or nerfs. Maybe not perfect but once they start messing with them there will be no more point in using them. I'm already done spending money on the game I've spend hundreds more than I have ever spent in a game, they really shouldn't be asking for more at this point. Make expansions that offer many mechs at a time for like...15 bucks for me thats a decent dlc buy, not the hundreds they would want.

Also get rid of having to buy paint colors...only game I have ever played that charged you to put a different coat of paint on.

#110 DeeSaster

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Posted 06 August 2014 - 04:30 PM

View PostThorqemada, on 06 August 2014 - 04:21 PM, said:

Imho - and PGI would probably benefit form it - you need 4 Lances of IS Mechs vs 2 Stars of Clanners and hey PGI -> that is 26 Mechs instead of 24 and probably doable (if you find that many IS Pilots)!

16 v 10 seems a bit overboard. True, some matches were superstomps that reminded me on the pre-Elo days of group vs random drops. However I have been in more 12 - 6 or 7 matches than in 12 - 0 ones.

Also you cannot just ignore the trial mech issue. I have seen many green mechs today and the clanners consisted out of more veterans very likely.

12 v 12 was insane, but let's just start with the proposed Company vs Star and take it from there.

#111 Thorqemada

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Posted 06 August 2014 - 04:40 PM

I would agree but PGI very probably feels shy to reduce the number of Players in the matches and my guess is that they will avoid 10 vs12 solutions.

#112 Gyrok

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Posted 06 August 2014 - 04:43 PM

View PostEximar, on 06 August 2014 - 11:14 AM, said:

Last Wednesday should have been enough data, roflstomp every single time.


LOL...right...that is why the guys who win 90% still won 90% and the guys who win/lose based on who they dropped with still won/lost based on who they dropped with.

The difference was, this time the skill players who spent money were driving new shinies. The 5 day old guys shooting rocks and drooling in their cockpits were in the champion mechs...what did you expect the end result to be?

Edited by Gyrok, 06 August 2014 - 04:44 PM.


#113 Tiberius Augustus

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Posted 06 August 2014 - 04:45 PM

View PostNikolai Lubkiewicz, on 06 August 2014 - 03:30 PM, said:

The IS vs Clan test has now been switched off. We will be reviewing the data this evening and tomorrow.
Thank you all for your participation.


Hope its getting PUG data instead of premades, the data from premades will make it almost even.

#114 ImperialKnight

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Posted 06 August 2014 - 04:45 PM

the test is fairly pointless. until all Clan mechs are available in CBills, Clan mechs remain largely in the core group of seasoned players who are willing to drop money on them.

Not only do they have the skill and mech advantage, the imbalance in air/arty just makes the situation worse. so you get seasoned players in more powerful mechs AND are dropping air/artys left, right and centre on a mixed group of IS mech players who are more likely than not new to the game.

Edited by knightsljx, 06 August 2014 - 04:46 PM.


#115 FupDup

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Posted 06 August 2014 - 05:21 PM

View PostWrenchfarm, on 06 August 2014 - 11:36 AM, said:


Can't believe people are still sticking to this line.

You're not seeing 0-12 wipes because the IS is stuck with a trial mech or two on their side. You're seeing it because Clan tech is unarguably better at everything and only available behind a pay wall.

Tell that to the Adder, Kit Fox, Summoner, Nova, and maybe Warhawk.


The only Clan mechs that are clearly better than their IS counterparts are the Timberwolf and Stormcrow, perhaps a few builds on the Dire Wolf. That's about it. For weapons, at least half of the Clan arsenal is terrible and there are only a few gems out there (ERML, ERLL, ERPPC, Gauss, SRMs, maybe boated LB 5-X).

#116 CHH Badkarma

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Posted 06 August 2014 - 05:24 PM

Collecting balance, ha. More like mark targets for the QQ induced nerf hammer strikes. Boom.

#117 Vailjin

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Posted 06 August 2014 - 05:41 PM

Biggest thing needed to balance out the Clan vs Inner Sphere, IMO, would be to give us a few of the other weapons that IS have and Clans don't. Inner Sphere always had MORE technology than the Clans, who simply had better tech. Rockets, artillery, melee weapons, the list goes on to include even RACs and more. (Rotary Auto Cannons for those who aren't familiar). Also, we need a Cyclops ;)

#118 Frost Lord

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Posted 06 August 2014 - 05:51 PM

View PostChenkenstien, on 06 August 2014 - 03:51 PM, said:

Well i think ive played enough today to give a useful amount of feedback for this test. First off id like to thank the devs for giving a heads up for the incoming clan vs Is test, as well as increasing the duration of the test so i was actually able to play many more games than before.

Out of all the matches i played today, about 80% of them were IS vs IS. These were some of the best matches ive had in a while. It also seems that my team mates were more willing to follow directions and actually work as a team to achieve victory.

My first match of the day ended up being IS vs Clans, and as many would expect it was a loss. Not a complete stomp as my team was willing to work together, but in the end it was 7-12. Next handful of matches were IS vs IS and were again some of the most fun games ive had.

The next IS vs Clan match was very frustrating. My team was again, very competent but the amount of Arty spam was outrageous. Combined with the constant stream of LRMs it was near impossible to even move from cover. This trend continued in every IS vs Clan match i played in. Although i must admit trying to combat the clans with new tactics was fun, but this too became old and tiresome.

I also noticed a few instances where hit reg seemed to be having issues. Also in one game my temper got the best of me when my team was in the lead vs clans when everyone froze in place. After the game caught up i found myself nearly cored and being assaulted by 2 timberwolves who were not there before. After that the game went down hill and we lost our 5 point lead...

Ive heard someone in game mention that the 10 vs 12 match ups are not supported by the current MM. If memory serves correct i thought the devs re-worked the MM a while back, or was that my imagination?If this is the case than i would think they would allow for the the 10vs 12 peramiters to be put in place if needed.

In conclusion, there obviously needs fixing witht he current IS vs Clan match up. Arty is just too much to handle at its current state. I used to believe that skill was a large factor in the IS vs Clan match, and although my opinion on that hasn't changed too much; there is a very obvious power advantage when clans are put together vs IS. I dont blame one factor as the major cause for this, but many factors that in combination make for a very unfair and unbalanced combination over the IS teams.

Hopefully this feedback provides vital info in improving the game as a whole.

they made it so you can launch with up to 10 friends but the game is still designed around a 12v12 match structure.

#119 IncursusYT

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Posted 06 August 2014 - 05:51 PM

I actually found this Clan vs IS very fun. I played 2 Clan vs IS games as IS, no screen shots though:

1: Gamemode Assault, Clan VS IS on Alpine Peaks: IS Victory via base capture. 9 IS were killed, 4 Clanners were killed.
2: Gamemode Assault, Clan VS IS on Alpine Peaks: IS Victory 12 - 4.

I think the only reason we were able to win these games is because my team was so intimidated by the Clans that we all stuck together and communicated /everything/ that was happening. The first game literally went 10 minutes before anyone was killed. I've never seen so much teamwork in a pub game, ever.

#120 Deathlike

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Posted 06 August 2014 - 06:05 PM

View PostNikolai Lubkiewicz, on 06 August 2014 - 06:00 PM, said:


PUGS and Premades no longer function quite like they used to, so the situation you are describing isn't the case here.

The "Solo" Queue now matches a 2-4 person premade group per team and uses this premade as the keystone for the rest of the matching. All Groups of 5-10 form the Group Queue, also filled in with 2-4 person groups to round off the teams, but never with individual pick-up gamers.

What this all boils down to is that PUGs are no longer purely PUG, and also shouldn't be facing off against large premade groups. Otherwise, testing of Clan vs IS was focused in the Solo queue.


???

Why did this suddenly change again???





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