Jump to content

- - - - -

Clan Balance Update - Feedback


876 replies to this topic

#201 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 05 September 2014 - 05:16 PM

lol only 12 likes for the patch notes. says' it all...

#202 Nauht

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,141 posts

Posted 05 September 2014 - 05:19 PM

Putting the fact that PGI has basically admitted they were totally unprepared for clans and CW and how they fit in.

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 nerf.. changed. Pure F2P for me now.

#203 Naduk

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,575 posts
  • LocationAustralia

Posted 05 September 2014 - 05:24 PM

this is a solid plan
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 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 05 September 2014 - 05:28 PM

View PostLyskTrevise, on 05 September 2014 - 04:32 PM, said:

Disappointed that's the only part of my post your chose to respond to, though.


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 Stoneblade

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 574 posts
  • Twitch: Link
  • LocationCCAF Feng Yun

Posted 05 September 2014 - 05:30 PM

Bring back 8 v 8 ques, bring in 4v4 ques when doing CW. just my 2 cents on matchmaking. Oh, and match players with the same faction tag in CW.

#206 GDFan

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 24 posts

Posted 05 September 2014 - 05:38 PM

"The first step is to release this latest round of Clan weapon changes this week. We HOPE this is the last Clan weapon nerfs we will have to implement. Not because we feel like this will be enough, (in fact we know that it will not)"

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 Ensaine

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 831 posts
  • LocationOn a frozen rock .....

Posted 05 September 2014 - 05:46 PM

As to the changes, we'll see....

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 Slow and Decrepit

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 525 posts
  • LocationBelen, the Mosquito Capital of NM

Posted 05 September 2014 - 05:52 PM

The IS already has a mech that would give a TW a run for his money, it's called a Victor. Instead of nerfing things down, try buffing up the IS mechs! You would get a very good response from your player base. Players would be playing instead of QQing here in the forums, or leaving the game altogether. Just my 2 cents...

#209 Hornviech

    Member

  • PipPipPipPipPipPip
  • Wrath
  • Wrath
  • 206 posts

Posted 05 September 2014 - 05:53 PM

View PostPope RW, on 05 September 2014 - 11:10 AM, said:

If you would refund my purchase price of the Clan package I would gladly cease playing MWO. As it currently stands I'll never open my wallet for PGI again.

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 Fooooo

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,459 posts
  • LocationSydney, Aus.

Posted 05 September 2014 - 06:14 PM

View PostMystere, 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. :P

Edited by Fooooo, 05 September 2014 - 06:18 PM.


#211 Augustus Martelus II

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 476 posts
  • Facebook: Link
  • LocationMontréal, QC Canada

Posted 05 September 2014 - 06:19 PM

Already the mech have twice the armor as normal values....balancing will just make it worst....had see a few nova on the field and they suffer A LOT for the med lasers heat penalty....they are the new awesomes of the battlefield. i ve killed a lot of nova shutting down because they can t fight like they were able to do....had feel bad for them

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 That Dawg

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 1,876 posts

Posted 05 September 2014 - 06:24 PM

Much longer wait times to get into battle.

#213 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

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).
The rest is okay. If clan missile launchers had less tubes (half the tubes) then you can logically explain why they are lighter and why the shots are staggered.

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 Psydotek

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 745 posts
  • LocationClan 'Mechs? Everywhere? GOOD!

Posted 05 September 2014 - 07:21 PM

View PostNuclearPanda, on 05 September 2014 - 11:06 AM, said:

Chimed in to say that I'm thoroughly disappointed and feel it's quite lazy to write off 10v12 completely. I would understand why it would NOT be an option at this time, but to write it off so blatantly like you did within the post makes me a sad panda.

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 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 05 September 2014 - 07:23 PM

View PostElizander, on 05 September 2014 - 07:08 PM, said:

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.


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 Veneroso

    Member

  • PipPipPip
  • 71 posts

Posted 05 September 2014 - 07:24 PM

Another thing I would like to see is a buff to c-bill generation. Modules and Mechs are very expensive and additional revenue streams are just not in the game. This is especially troublesome with clan tech as it is even more expenive. I would like to see a 50% increase in cbills for all players.

#217 Nauht

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,141 posts

Posted 05 September 2014 - 07:34 PM

View PostVeneroso, on 05 September 2014 - 07:24 PM, said:

Another thing I would like to see is a buff to c-bill generation. Modules and Mechs are very expensive and additional revenue streams are just not in the game. This is especially troublesome with clan tech as it is even more expenive. I would like to see a 50% increase in cbills for all players.


Yeah another factor - if Clans are now IS equivalents, why we paying so much for them in CB?

#218 Tezcatli

    Member

  • PipPipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 1,494 posts

Posted 05 September 2014 - 07:34 PM

I like the approach. But I would also like to suggest that a slight reduction in screen shake on Clan LRMs.

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 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 05 September 2014 - 07:46 PM

This would be the time to revisit single heatsinks and the command console for potential quirks. Those are things Clans do not have.

#220 Tzukasa

    Member

  • PipPipPipPipPip
  • Moderate Giver
  • 118 posts

Posted 05 September 2014 - 08:15 PM

Most of it sounds fine to me at first glance, but the clan xl change to give even more heat if lt/rt is destroyed would hurt Way too much given the new c-erm&c-mpl/c-lpl changes. If the heat changes were rolled back, keeping the range nurfs in place, Then I'd like the clan xl change and think it would help balance.

Edited by Tzukasa, 05 September 2014 - 08:16 PM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users