Jump to content

- - - - -

Clan Balance Update - Feedback


876 replies to this topic

#261 Redneckpanther

    Member

  • PipPipPip
  • Knight Errant
  • 53 posts

Posted 06 September 2014 - 04:55 AM

View PostMota Prefect, on 06 September 2014 - 03:25 AM, said:

Sorry Russ, but you're about 4 years too late with what I'm sure was your directive to emulate how Star Citizen connects with their community.

Maybe you should hire some people that know what they're doing or better yet sell MWO to a studio that has the skill to make this game what it should be, not the huge mess it is now.

This

#262 Blacksoul1987

    Member

  • PipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 392 posts

Posted 06 September 2014 - 04:55 AM

View PostPeiper, on 06 September 2014 - 04:10 AM, said:

PGI's reasoning for selling Clan mechs for so much more than IS mechs (price jump between Phoenix and Clan packs) is because Clan mechs are so much better than IS mechs. If the clan mechs are supposed to be nerfed to the point of being no better than IS mechs, they should give a partial refund to EVERYONE who bought clan mechs with real money. At this point, they should give us maybe 15% back. If they buff IS mechs to be as good as clan mechs, then they should give us a total of 33% back of all moneys spent on clan mechs. If they do not do that, then with yesterday's nerfs plus these proposed IS buffs are a slap in the face of everyone who bought the clan packs. ESPECIALLY true if people bought them after seeing them in action. Why? Because we bought them after seeing what they were capable of. Disclaimers or not, we bought clan mechs because we SAW they were better and wanted some of that - even if that meant we'd be playing against more tonnage or more mechs (10 v. 12).

PGI, you're making a mistake. FIGURE IT OUT, don't devalue your own product and call it balance. What you're doing is bait and switch, and it is inappropriate, rude, unfair, deceptive, and disrespectful.


If they keep clan mechs stronger then they should refund ALL my money for IS mechs cause they are useless I would rather be on the side with fewer numbers. only reason I spent any money on IS tech at all is because they stated they were going to balance IS vs Clan. otherwise I would not have spent hundreds of dollars on IS crap.

#263 Mota Prefect

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 634 posts
  • LocationAboard Sheep Star 1 Battleship - Location Classified

Posted 06 September 2014 - 04:59 AM

View PostThatDawg, on 06 September 2014 - 04:04 AM, said:

Longer wait times

Much longer wait times............


Also, were the "modules" affected? I just researched the (clan) ERLaser, SMLaser, MPLaser, LPLaser, and ERMLaser modules to stage 5, seems, felt...like they were working yesterday, now I can't hit targets from hide spots I had-
I know they nerfed the clan lasers, but no mention of whacking those very expensive modules?

what an f'ing joke


Unfortunately PGI's policy from day 1 has been to keep as much information about MWO under wraps as possible. When it comes to patch notes, PGI will leave out any information on changes that they feel will cause the community to challenge them.

I learned this way back when they first let the people that paid for founders packages into CB. That August PGI changed SRM's flight pattern from shooting missiles that were hyper accurate at 400 meters to the shotgun pattern that is useless at anything more then 50 meters. At that time I was using my Awesome with 4 x SRM 6 and immediately noticed the change on the first match I fought. I thought to myself " thats funny I didn't see anything in the patch notes about SRM changes " hah. Sure as **** PGI left out ANY changes to SRM's in the patch notes and I had to go on the forums to let everyone else know about it ( In what I believe was the first thread regarding the issue of SRM's ) and as we all know they've been broken since.

To this day they carry on the same policy, so I have little doubt that the changes you noticed with your module were made and undocumented in the hopes that no one would notice. So everyone keep a sharp eye out for this type of behavior because that's the way PGI prefers to treat it's player base.

P.S. The irony is that during CB/OB this policy was going on the whole time, so those of us actively bug hunting were shot in the foot right out of the gate. Kinda hard to hunt bugs when major changes are left out of the patch notes, don't ya think? :rolleyes:

#264 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 06 September 2014 - 05:04 AM

Why can't they do what they did in table top and do a "Tonnage Percentage" compared to IS? We used to do 50% so 50tons Clan to every 100tons IS.

#265 Prezimonto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 2,017 posts
  • LocationKufstein FRR

Posted 06 September 2014 - 05:10 AM

View PostSandpit, on 05 September 2014 - 01:01 PM, said:

Oddly enough I specifically stated before this that they already know exactly what they're going to do so giving any kind of feedback on this is pointless.


We still have no right to complain. We've been asking for YEARS for them to use the test server to try out ideas, even if they're unlikely to be implemented. I see the tests as highly valuable, and I seriously hope they keep trying rules sets that don't have a large chance of making it into the game, but that have at least some merit. Particularly when a simple 1 day test on test server doesn't take a ton of work, even if to fully implement it on the live server would. It's a great format to try crazy ideas.

Edited by Prezimonto, 06 September 2014 - 05:11 AM.


#266 thisisxerxes

    Member

  • PipPipPip
  • Philanthropist
  • 97 posts
  • LocationChair

Posted 06 September 2014 - 05:10 AM

View PostTheron Branson, on 06 September 2014 - 05:04 AM, said:

Why can't they do what they did in table top and do a "Tonnage Percentage" compared to IS? We used to do 50% so 50tons Clan to every 100tons IS.


It'd just slow the matchmaker down even more. It has enough trouble quickly finding matches now, without adding more rules about what tonnage mechs it will let in.
Tonnage limits really only make sense in some kind of team game, where they know an upfront tonnage limit and have to organize their drop.
...And *that* only makes sense if you're not forcing a player count each team, too.

#267 Mack1

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 596 posts

Posted 06 September 2014 - 05:13 AM

I don't recognise this game as a MechWarrior Game anymore, it's as one of my subscribers calls it....a silly robot game.

RIP
Clan Wars
Clan Mechs
MechWarrior Online

My wallet is now happy though, no more money on this game. I supported it as a founder because we were promised a great Mechwarrior experience with persistent world where Clans fight the IS to gain control over planets to access better gear. We were told the Clan Mech would be more powerful but fewer in number. We bought into this lie and now we see the reality. A MOBA where clan an IS are purely cosmetic and the meta is BUY BUY BUY MORE MECHS.

Sad really :(

#268 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 06 September 2014 - 05:30 AM

If they designed the MM from the beginning to recognize tonnage (which it always should have) I don't see any issues. Say every Inner Sphere drop has 800 tons to every 400 Clan tons. The MM can grab any ton mechs with limits (say certain amounts of each class) and can play uneven numerical teams if need be. This is the way I should be and it just shows how unprepared this company is. To me Clans equals the Germans and IS is the Allies. I would never want to play a game where a Tiger equals a Sherman as this is exactly where this game is headed.

#269 Shredhead

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,939 posts
  • LocationLeipzig, Germany

Posted 06 September 2014 - 05:33 AM

View PostMack1, on 06 September 2014 - 05:13 AM, said:

I don't recognise this game as a MechWarrior Game anymore, it's as one of my subscribers calls it....a silly robot game.

RIP
Clan Wars
Clan Mechs
MechWarrior Online

My wallet is now happy though, no more money on this game. I supported it as a founder because we were promised a great Mechwarrior experience with persistent world where Clans fight the IS to gain control over planets to access better gear. We were told the Clan Mech would be more powerful but fewer in number. We bought into this lie and now we see the reality. A MOBA where clan an IS are purely cosmetic and the meta is BUY BUY BUY MORE MECHS.

Sad really :(

Strange, I am the happiest Battletech fan in the history because they finally revert the atrocity that were clan mechs. This is the first Mech Warrior game that tries to actually balance the tech. MW3's and MW4's multiplayer balance was horrible. But keep on keeping your rose colored glasses. Everything was better in the past. I'm sure it was.
I'm glad we finally get rid of the staunch "clans have to be OP" defenders. Don't let the door hit your backside, would be a shame.

#270 Mystere

    Member

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

Posted 06 September 2014 - 05:35 AM

View PostDark Jackal, on 05 September 2014 - 08:46 PM, said:

Not really. There's a difference between a FPS and a RTS and that is something you apparently are confused about the difference.


Considering a game played with uneven teams has nothing to do with FPS vs. RTS, now we are all sure you are confused.

#271 thisisxerxes

    Member

  • PipPipPip
  • Philanthropist
  • 97 posts
  • LocationChair

Posted 06 September 2014 - 05:36 AM

View PostTheron Branson, on 06 September 2014 - 05:30 AM, said:

If they designed the MM from the beginning to recognize tonnage (which it always should have) I don't see any issues. Say every Inner Sphere drop has 800 tons to every 400 Clan tons. The MM can grab any ton mechs with limits (say certain amounts of each class) and can play uneven numerical teams if need be. This is the way I should be and it just shows how unprepared this company is. To me Clans equals the Germans and IS is the Allies. I would never want to play a game where a Tiger equals a Sherman as this is exactly where this game is headed.


I agree with you, it would be cool.
I'd love for there to be some reason why you'd take a medium mech over a heavy: to free up tonnage and get more pilots on the field.

#272 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 06 September 2014 - 05:38 AM

View PostRedneckpanther, on 06 September 2014 - 04:40 AM, said:

Crapola! Where is the nerf. The clans still hit harder then any mech on field. So were is the balance. Oh yeah quirks. Whose idiot idea was that. Also this latest challenge is crap also. So it is geared toward guilds and pretty much the only way to accomplish is with a guild. Plus if you are in a guild you don't even have to play public matches you can set up matches just with in your guild and viola you get the challenge done with out any effort what so ever. Who ever thought this up really didn't think it through and dropped the ball. This is a major handicap to non guild members. Hell I would love to group with friends but the state of the game has reached a point where 99% of the people on my friends list don't even play anymore and of the ones that do only have one or two on at a time. Yall really need to lay off the weed when you try to think this stuff up.

Usually, i like to discuss in a civil manner. I always refrain from insulting other players, both because of the rules and because i think that no one is stupid enough to not deserve some respect..But i am already very annoyed by these news and reading this post i am having a hard time containing my disappointment.. But i am taking a breath and will reply in a very calm and civil way, as i always do..

Pretty much ALL the past challenges have been solo only. This means that you had to get a sometime insane number of victories/kills dropping alone for hours and hours, even days at times. Sure you can stay in a TS channel and chat with your unit mates but often i just dropped alone again and again.. And this was atrociously boring. Sometimes i like to have a few solo drops with some music, but not tens and tens of solo drops. All of this was for you solo players, so that you could be happy and enjoy your challenges.

Now, they have finally created a challenge design that lets us drop with our friends AND achieve points for it.. You complain. Even if for whatever reason you could not jump on NGNG TS, ComStar or any other public TS server and drop with 3 more peoples, i do not think your life has been totally ruined by a single challenge made for lances..

After all, this is CoD, quineg? This is not a "Team-based game", quineg?

View Postthisisxerxes, on 06 September 2014 - 05:36 AM, said:


I agree with you, it would be cool.
I'd love for there to be some reason why you'd take a medium mech over a heavy: to free up tonnage and get more pilots on the field.


YES! THIS!

This was the reason i would have preferred tonnage limits instead of weight class, at least for group drops.

In BT you have a BV value, while in Mech Commander you have a max tonnage. You can bring a max number of, say, 10 'Mechs. However, the total tonnage must be equal or lower to a set value. You can choose to bring 4 Assaults, but they will be focused on and destroyed quickly by superior numbers. Instead, you would want to choose some lights to be scouts and harassers, mediums to be your main force and use the rest of your tonnage for a few heavies and/or an assault or two.

Edited by CyclonerM, 06 September 2014 - 05:41 AM.


#273 Lokesh

    Member

  • PipPipPip
  • Storm
  • Storm
  • 53 posts

Posted 06 September 2014 - 05:42 AM

So you realize that 10v12 is the real answer, but are unwilling to do the work to implement it. :(


#274 Mystere

    Member

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

Posted 06 September 2014 - 05:47 AM

View PostN0MAD, on 05 September 2014 - 10:11 PM, said:

I like this one, post was good, given the current situation seems as if they know whats going on.


Are you sure, really really sure?

I am asking because I am beginning to think the opposite, especially because of this little gem:

Quote

At this point we cannot make the statement that we have a picture perfect solution to IS vs Clan balance, but we do have a solid plan of attack. First off just knowing that we are going to exist within a 12v12 environment is one of the major decisions we were waiting to make, and now that it has been decided, we can chip away at the problem.


They just decided on this now? Really?

Edited by Mystere, 06 September 2014 - 05:52 AM.


#275 thisisxerxes

    Member

  • PipPipPip
  • Philanthropist
  • 97 posts
  • LocationChair

Posted 06 September 2014 - 05:52 AM

View PostShredhead, on 06 September 2014 - 05:33 AM, said:

Strange, I am the happiest Battletech fan in the history because they finally revert the atrocity that were clan mechs. This is the first Mech Warrior game that tries to actually balance the tech. MW3's and MW4's multiplayer balance was horrible.


Balance is good, but I think the problem here is the plan was for each side to feel very different, but instead they're quickly becoming just more of the same.
Balancing asymmetrical teams is hard, but sure would be cool if they got it right. Look at Planetside 2 for an example of how not to do it.

#276 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 06 September 2014 - 06:18 AM

The biggest issue here is the game was setup wrong from the start. The developers wanted World Of Mechs and not a real MW/BT game. If they did the would have players join a faction with specific mechs available to that faction and fight like they do in Heroes and Generals but on a galactic scale with a little bit of Star Trek Online. Now players have so many mechs from different factions and clans that CW I just going to piss people off. This game doesn't make ay sense besides as a World Of Mechs game.

Read the original notes on how this game was supposed to be 3 years ago and that was the game I wanted and bought into.

Edited by Theron Branson, 06 September 2014 - 06:20 AM.


#277 GumbyC2C

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 392 posts
  • Twitch: Link
  • LocationDeutchland

Posted 06 September 2014 - 06:44 AM

View PostShredhead, on 06 September 2014 - 05:33 AM, said:

Strange, I am the happiest Battletech fan in the history because they finally revert the atrocity that were clan mechs. This is the first Mech Warrior game that tries to actually balance the tech. MW3's and MW4's multiplayer balance was horrible. But keep on keeping your rose colored glasses. Everything was better in the past. I'm sure it was.
I'm glad we finally get rid of the staunch "clans have to be OP" defenders. Don't let the door hit your backside, would be a shame.


As a long time Battletech player, I understand this sentiment. I really do. I think it's a very small minority opinion, but I get it. TRO 3050 was where TT went very downhill because the clan mechs were so imbalanced. At least in TT, you could balance it out with numbers, tonnage, and clan engagement rules. In MWO, engagement rules would be tough to do but I think that numbers and tonnage should have been the plan from day one. How PGI could be so unprepared for the clan mech insertion into the game is bewildering. As has been said, what we have here is World of Battlemechs, not Mechwarrior and certainly not Battletech. Maybe it can be salvaged. But I am not holding my breath and I am not opening my wallet again for these guys.

#278 Mystere

    Member

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

Posted 06 September 2014 - 06:46 AM

View PostHagoromo Gitsune, on 06 September 2014 - 04:52 AM, said:

They actually are... Sarna.Net helps you to understand that.


I can't tell if you're serious or just joking. :unsure:

Oh! It's you ... :rolleyes:

Edited by Mystere, 06 September 2014 - 06:48 AM.


#279 Grey Death Storm

    Member

  • PipPipPipPipPipPip
  • The Angel
  • The Angel
  • 290 posts

Posted 06 September 2014 - 06:48 AM

View PostRebas Kradd, on 05 September 2014 - 02:45 PM, said:


You are not the one who defines what an "actual Mechwarrior title" is. What you were asking for is understandable, but impractical.

Maybe someday.


And Neither are you!!!

I agree that 10 vs 12 should go ahead, Mechwarrior Lore is Rule and PGI are completely Breaking it so what has Mechwarrior online evolved into Answer just Another "Call Mechwarrior Duty" nothing more.

And completely watering down Clan Tech was Big Mistake it is a Slap in face to all the Fans who paid lot money on Clan Mechs and Tech and its a shame that Clan Lore is now going down the toilet.

#280 HumpingBunny

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 101 posts

Posted 06 September 2014 - 06:54 AM

First and foremost, thank you Russ! I, for one, appreciate the regular updates regarding what direction the game is headed. As for this particular topic, I fully agree with PGI's approach despite having purchased the Masakari package - one might think that having bought all Clan 'Mechs currently implemented in the game that I would be angered by this topic. Instead, I agree that balancing Clan and IS technology is important. One could also argue that because I am a huge fan of the Centurion, I would welcome further Clan nerfs. Still, the fact remains, a player should not simply be capable of driving a Clan 'Mech of tonnage equal to an IS 'Mech and shred it within moments. If a Direwolf and an Atlas charged straight toward each other, the Atlas should not drop within seconds, especially if the Direwolf only suffered a few scratches to its paint. For those of you who are now angry having just read the previous sentence, I'm not saying this happens often, I'm just illustrating a point. Moving forward...The bottom line is, most (if not all) previous MechWarrior games all favored Clan technology and were not dedicated online games. Perhaps this lead to people being accustomed to superior Clan 'Mechs, the same notion that angers them when you merely say the word 'balance'. It is time someone leveled the playing field between Clan and IS. I think PGI is on the right track.

P.S. - Because I rarely browse the forums, I am not up to date - when will the new map be implemented?!





10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users