Clan Balance Update - Feedback
#201
Posted 05 September 2014 - 05:16 PM
#202
Posted 05 September 2014 - 05:19 PM
Putting aside that PGI has chosen the path of least resistance in not even attempting 10v12.
I suppose I should be happy that there are no further clan nerfs (apart from the weapon ones coming in already).
I think this is the nail in the coffin for my wallet. Why buy something only to see it significantly
#203
Posted 05 September 2014 - 05:24 PM
i really like the idea of XL penalties for clan mechs
i feel this should go in purely for flavor in a clan vs clan situation, currently there is little difference between XL and STD engines for clan units
this change would make that difference alot more clear, anything that puts another layer of choice into the players hands is awesome
it also makes complete sense on a realism point of view, you have just lost 1/3 of your engine, this will have a negative effect on everything, the fact that your still alive at all indicates good redundancy design, in comparison to a current day car with minimal redundancy's you only need to lose 1 component of an engine and the whole thing will not function
as for IS vs clan, its hard enough to take out a side torso on most of their mechs so a little reward would be nice
#204
Posted 05 September 2014 - 05:28 PM
LyskTrevise, on 05 September 2014 - 04:32 PM, said:
And that was intentional, because I was emphasizing my suspicion that there seems to have been a total lack of any concrete plan since day one. I am beginning to think that PGI has been winging it all this time. It's either that or they're being constantly hampered by a compelling and irresistible desire to cater to the whiny masses. Either way, it does not look good from where I am sitting.
#205
Posted 05 September 2014 - 05:30 PM
#206
Posted 05 September 2014 - 05:38 PM
As a customer who paid for a few Clan mechs I feel deceived and ripped off.
I will not spend any more $$ on your products. You have lost a customer.
#207
Posted 05 September 2014 - 05:46 PM
What I find alarming, and no one else has mentioned this, as far as I can see.....is, why are they finding out all this negative stuff about 10v12 only now? I'd have thought, IF they were indeed working on CW for as long as they SAY they have been, that this little tidbit would have surfaced long ago.
Really PGI?
@Mystere: yes, they are winging this.
I'm SO glad I stayed the course, and held onto my money. No offense to those of you who bought the clan packs, or Ala Carte, but, as I've seen, not too many of you guys seem too happy atm .....I wouldn't be either. I REALLY want a Timberwolf FYI....almost, twice, did the Ala Carte, but I held fast
WHY, only NOW, are they finding out 10v12 is a PIA to make happen? Again, they should have known that many, many months ago.
This whole thing is a Comedy of Errors ....
#208
Posted 05 September 2014 - 05:52 PM
#209
Posted 05 September 2014 - 05:53 PM
Pope RW, on 05 September 2014 - 11:10 AM, said:
Shame that a Founder would rather walk away from this game than continue to see it nerfed into what it has become.
Thats exactly what I think!
#210
Posted 05 September 2014 - 06:14 PM
Mystere, on 05 September 2014 - 05:11 PM, said:
The CryEngine is just a game "engine", not a game. I think you are seriously confused about the difference.
Indeed.
You can most definatly make pretty much any type of game with it.
Infact an intrepid user a long time ago created a tutorial on how to make an RTS with it. (look on the crydev.net site if your interested.)
It is quite lengthy and difficult for someone new but well worth it for people who want to learn the ins and outs of the engine.
As to the CC post.
I think this one was actually quite well done.
As much as I would have liked to have seen 10vs12........russ explained their reasoning well and what potential other avenues there are. Its probably one of the better posts ive seen from russ in a while........
More posts explaining things / thought processes better please.
Edited by Fooooo, 05 September 2014 - 06:18 PM.
#211
Posted 05 September 2014 - 06:19 PM
Its not balancing the problem but the weapons hard points....ghost heat will not do anything...it will only make more meta build.
Brawler build of bot IS and clan mechs suffer the most. I m a brawler since i hate ranged attack....i m an ambushers and i don t think that i m the only one. I put my mech at high risk but the weapons i use (non meta weapons) are getting useless patch over patch.
So stop ghost heat and remove it, redo the weapons hard points system...like if you have 6 energy hardpoint on one part of your mech Med laser and small lasers = 1 energy hardpoint each, larges laser (2 IS 1 Clan energy hard point) PPC (3 energy for IS, 2 for clans) and etc... so you couldn't see abominations.
So even if the update strip all our weapons from our mechs i wouldn't mind it. I would build more specialise mech and EACH variants would be more UNIQUE between each others. For now (ex the jeager or stalker all variants can look the same.
PGI with all the time you waste on balancing weapon, that kind of update could have been done a long time ago and you could concentrate on a lot of other stuff....because right now i feel that you guys lose a lot of time on balancing stuff while you have a lot of better stuff to do like CW, maps, other game modes, AI and etc....
I m aint mad but i know that you guys are far more better than this and i know that you all can do it. Because right now you re losing a lot of time.
This game have a LOT of potential PGI, please don t lose it.
#212
Posted 05 September 2014 - 06:24 PM
#213
Posted 05 September 2014 - 07:08 PM
- Side Torso Destruction Penalty - Good. At least make them lose 3-4 DHS upon losing a side torso. It's only logical.
- ER Large Laser Change for IS - Not so good. It's now too close to what a Clan ER LL is and it's dangerous territory where you're blurring the line between the gameplay difference between Clan and IS weapons. If we keep going down this line then the gameplay experience between clan and IS might just boil down to the chassis construction instead of the actual gameplay (if the weapon mechanics end up becoming too similar).
IS Quirks should be given more thought and balanced against loadouts of the full Elite/Master mech rather than just a bunch of multiples of 5% thrown in here and there.
#214
Posted 05 September 2014 - 07:21 PM
NuclearPanda, on 05 September 2014 - 11:06 AM, said:
This game is moving further and further away from being an actual Mechwarrior title into being Generic Robot Shooter XXVIV.
My feelings exactly.
Clan and Inner Sphere 'mechs aren't supposed to be balanced, and they won't be for years in the Battletech timeline.
The sooner work starts on implementing the changes needed to support 10v12, the sooner we will have it.
*sigh*
Edited by Psydotek, 05 September 2014 - 07:23 PM.
#215
Posted 05 September 2014 - 07:23 PM
Elizander, on 05 September 2014 - 07:08 PM, said:
They need to take into consideration the role of the mech - to make these mechs excel at the role they are supposed to have.
#216
Posted 05 September 2014 - 07:24 PM
#217
Posted 05 September 2014 - 07:34 PM
Veneroso, on 05 September 2014 - 07:24 PM, said:
Yeah another factor - if Clans are now IS equivalents, why we paying so much for them in CB?
#218
Posted 05 September 2014 - 07:34 PM
I'm eager to see the first round of quirks. Though hopefully you won't make as half hearted an effort as you did with the Dragon, Cent, and Hunch.
#219
Posted 05 September 2014 - 07:46 PM
#220
Posted 05 September 2014 - 08:15 PM
Edited by Tzukasa, 05 September 2014 - 08:16 PM.
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