Clan Balance Update - Feedback
#301
Posted 06 September 2014 - 11:03 AM
#302
Posted 06 September 2014 - 12:24 PM
Remove the damn ghost heat, change all the weapon hardpoint system make it like this: 6 energy? = 2 ppcs or 3 large lasers or 6 med or small lasers....simple as that.
Doing something like this will make each variant more unique vs the others variants of the same chassis. Because right now 3 chassis for one mech = the same variant over and over....ex Jaegermechs and stalkers....
You wouldn't see 6 ppcs stalkers or others abominations.
You ahve only one ballistic point on one arm? you shouldnt be able to fit heavy ballistic weapons on that arm so no gauss or ac20. Simple as that.
I could make a detail text but i m doing it simple PGI can make the suggestion. PGI had lost so much time on balancing stuff that most of the patch i see are ''balancing patch''
You might all say that it would be too complicated to do that....well i don t think so because right now that forever balancing will never end.
And i think my suggestion would make all mech have their own role and each variant would feel different for each mechs.
PS i would mind if my mechs were alls trip from their weapons since they would still be in the hangar.
#303
Posted 06 September 2014 - 12:34 PM
- Increase in IS and Clan mech armor and internal structure if time to death decreases too much.
^^^ THIS PLEASE THIS! Increase CT most LT and RT some and arms and legs are alright.
Just make it proportional to where people aim at the most!
#304
Posted 06 September 2014 - 12:36 PM
CyclonerM, on 06 September 2014 - 10:50 AM, said:
This is crazy man.
So. *******. What?
Clan weapons have still more damage, range and less weight.
Boohoo they made my precious machines more like the others, and now I have to take less weapons and have to think about my loadouts.
My Nova still works fine with 1 ERLL and 5 ERML. L2mechlab!
#305
Posted 06 September 2014 - 02:59 PM
- Elo will no longer work with 10 vs 12 team calculations.
#306
Posted 06 September 2014 - 03:37 PM
Your post leads me to believe that the difference between IS and Clan mechs will be nothing more than appearance. This does not make me want to fight in this Universe. Maybe I can find a copy of the previous Mech Warrior computer games to see if this existed in those games. I don't have any expectation of this game interesting me any longer.
#307
Posted 06 September 2014 - 03:43 PM
#308
Posted 06 September 2014 - 03:54 PM
Kell Morgan, on 06 September 2014 - 12:34 PM, said:
- Increase in IS and Clan mech armor and internal structure if time to death decreases too much.
^^^ THIS PLEASE THIS! Increase CT most LT and RT some and arms and legs are alright.
Just make it proportional to where people aim at the most!
Hell no! I do not ever want to play a game where you can shoot a medium 'Mech four times with an AC/20 and it will still have armor.
#310
Posted 06 September 2014 - 04:05 PM
IronLichRich, on 05 September 2014 - 11:54 AM, said:
Hopefully constructive criticism/feedback here. Having played the late August PTS with these changes, I don't feel the changes to the ER Lasers for Clan is atrocious. On my 7ERML+Gauss Timber Wolf, my engagement distance was not unbearably short, but the IS mechs were not taking a 7 laser+gauss alpha from outside many of their engagement ranges anymore. The increased heat took a bit of getting used to, but was also acceptable. For my Dire Wolf, I run a setup similar to the prime (remove the lrm and uacs for a torso mounted gauss rifle and heat sinks/ammo), and I felt that the changes were acceptable. While I'm not too sure about the changes to the pulse lasers as I didn't use them too much on the PTS, I am more than happy to trade 150m of range in exchange for reduced ghost heat. Remember people, the ghost heat for CERLL got REDUCED and you can still shoot at freebirth scum from outside anything but LRM or ERPPC effective range.
As to my thoughts on what the largest issue the clans have is? They take no penalty for side torso loss. I feel that a heat penalty would be best, not necessarily 10 heat like in the tabletop (not sure how the numbers work exactly for heat in MWO, just manage my heat scale), but I feel that a movement penalty will just result in the mech without a torso just getting annihilated as opposed to having reduced effectiveness. There should be a price for having the ability to mount incredible firepower, but it should NOT be "hey, here's all these cool guns...now don't shoot them because they're nerfed into oblivion."
For helping the Inner Sphere pilots, I think the following would help:
-Introducing the Light Fusion Engine and ERML as soon as possible. I'm all for timeline acceleration if it means that I can keep a game I enjoy alive without the use of the nerf bat.
-Giving the IS an assault mech that can mount 2 gauss rifles ASAP. When I'm in a IS mech, this is one of the things that makes me sad as an assault pilot.
IronLichRich has done a great job of pointing out the real problem here - the wrong time frame! Setting the time frame to 3060 or later provides the IS needed tech buffs to make them desirable even against clan tech. There are great IS designs post 3050 that would address much of the IS/Clan imbalance. While 3050 is a cool time from a Lore perspective, its the inherent cause of much of the frustration among players regardless if they care about the lore or not.
Additionally, those of us that purchased clan packages are justified in voicing disappointment with the extent of clan nerfs. The Clan mechs carried a 50% price premium over the Phoenix package . Many people made large investments in these mechs and should not be penalized by all the nerfs. If the people purchasing these packages is what's keeping the game going then their purchases should not be marginalized or discounted.
Edited by Keyman1848, 06 September 2014 - 06:14 PM.
#311
Posted 06 September 2014 - 04:40 PM
101011, on 06 September 2014 - 03:54 PM, said:
Hell no! I do not ever want to play a game where you can shoot a medium 'Mech four times with an AC/20 and it will still have armor.
+ Its alreayd twice of the armor values as normal mechs....normally ac/20 should have been a nearly fatal shot
The main problem is the weapon hardpoint system....
Remove ghost heat and other penalities and make good weapon hardpoint that i ve said before.
Because right now it aint normal to make every variant of one mech as the same....ex jeager and stalkers
#312
Posted 06 September 2014 - 05:32 PM
- Having bought the Founders, Overlord and Top Clan pack, still getting charged to do a private match.
-The clan mechs I have purchased have been nerfed to hell.
- Community warfare was why I brought my guild to this game, the best we got in 3 years is a microsoft paint star map and the promise of community warfare...soon .
Its not just one thing, its just a cumulative amount of FAIL by this developer.
#313
Posted 06 September 2014 - 05:43 PM
Also, clan mechs were meant to be more powerful than the IS counterpart, the 10 v 12 was to be fair and bring game balance in TT along with a lot of stupid honor rules, but since pilots in MWO are not generally as skilled as a lore clan pilot and not going to follow lore clan rules of combat, this... and elo doesn't mean squat.
So be truthful and say you just want to make clan mech equal to IS, because you can't balance them per lore rules due to limitations in your ability to code or unwillingness to put forth the effort, and inability to control players playing as clan warriors and require them to fight like clanners and not innerspher freebirths that we are... and I'd be all right with that because it would be true.
#314
Posted 06 September 2014 - 06:18 PM
CyclonerM, on 06 September 2014 - 10:50 AM, said:
This is crazy man.
I believe heat sinks are to help dissipate your built up heat faster, not prevent it in the first place.
- Small increase in IS Mech heat efficiency.
- Complete IS mech Quirk pass to give more uniqueness and ability when used within their respective roles.
#315
Posted 06 September 2014 - 06:32 PM
No one becomes great by saying "that would be hard so we're not going to do it." If you want a great product, you have to work for it. Shortcuts are fine if they speed up production and don't affect the quality, but some shortcuts are not worth the cost; that includes cost in factors like emotional capital with your customers or your investors, not just $$$.
#316
Posted 06 September 2014 - 06:52 PM
That sucks.
#318
Posted 06 September 2014 - 08:21 PM
At least I waited simulator (weapons and equipment) with elements of role-playing game (Leveling Pilot) + CW (as in Mercenaries).
Combine experience of MechCommander 2, MechWarrior 3 and 4 did not seem to get it? Ок...
#319
Posted 06 September 2014 - 09:49 PM
In general I noticed the heat doesn't dissipate near as fast as it did before Paul I. started his anti-Clan campaign.
Don't even try to mount Cmpl on a light mech, it's even worse.
So what's next Paul, now that you killed CERL, CERML, CMPL and plasmas going to double clan AC HEAT too?
I'm DONE.
Taken my money elsewhere, been playing MW since it was an 8-bit PC game, waited almost 20 years for this and Paul I. and PGI wreck it. I'll be 73 by the time another company tries to make this work.
WELL DONE PAUL. Hope nobody treats you the way you treat us, we
#320
Posted 06 September 2014 - 09:55 PM
Alik Kerensky, on 06 September 2014 - 05:43 PM, said:
Also, clan mechs were meant to be more powerful than the IS counterpart, the 10 v 12 was to be fair and bring game balance in TT along with a lot of stupid honor rules, but since pilots in MWO are not generally as skilled as a lore clan pilot and not going to follow lore clan rules of combat, this... and elo doesn't mean squat.
So be truthful and say you just want to make clan mech equal to IS, because you can't balance them per lore rules due to limitations in your ability to code or unwillingness to put forth the effort, and inability to control players playing as clan warriors and require them to fight like clanners and not innerspher freebirths that we are... and I'd be all right with that because it would be true.
The TRUTH probably is that Paul is either not capable of doing the math and the coding or just lazy.
HumpingBunny, on 06 September 2014 - 06:54 AM, said:
P.S. - Because I rarely browse the forums, I am not up to date - when will the new map be implemented?!
in previous games you could put clan tech on IS mechs, had you realy played them you would know that and that the IS tech quickly advanced once they captured clan tech. that's called 'LORE'
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