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Clan Balance Update - Feedback
#661
Posted 07 January 2015 - 12:55 AM
#662
Posted 08 January 2015 - 01:09 PM
Until That Day!
#663
Posted 08 January 2015 - 04:23 PM
Mystere, on 04 January 2015 - 11:29 PM, said:
I am so tired of these never ending nerfs. So, one way to possibly quell the obviously growing discontent is to also give one or two Clan Chassis similar ERPPC quirks given to Awesomes and Thunderbolts. I say give the Summoner and Masakari the same treatment. I have seen very few Masakaris and absolutely no Summoners so far in CW. ERPPC quirks should help players in deciding to bring more of them.
iv seen quite a few of them my self but that just me
#664
Posted 12 January 2015 - 01:07 AM
Today all you hear from clan groups is how the IS Mech are OP. I don't hear any IS group complain clan mechs are OP. Nope, they have been silenced by the buffed armor, buffed internals, and endless IS quirks. If Clan Mechs and IS Mechs are completely balanced...there is no incentive to run either one unless its based on some misguided sense of nostalgia. The game in its current state does not make clan tech superior. In affect the game has become nothing more than a watered down version of battletech, manipulated and tweaked to suit the needs of the game developers programming requirements. Bravo job well done. You have accomplished what you set out to achieve. I believe PGI likes to refer to it as.balance while other groups may use more colorful descriptions of the game.
#665
Posted 12 January 2015 - 01:45 PM
#666
Posted 12 January 2015 - 02:31 PM
LordKnightFandragon, on 12 January 2015 - 01:45 PM, said:
because 1.4 squared is 1.96 remember heat sinks all so add to your max heat cap (in this game ) for your mech so that 1.4 to cooling and 1.4 to heat cap
#667
Posted 13 January 2015 - 10:40 AM
kosmos1214, on 12 January 2015 - 02:31 PM, said:
I get that, but why not a 2.0? Cuz PGI wanted to add an extra feature of adding xtra heat cap instead of just making them 2.0s and them strictly applying to heat dissipation?
#668
Posted 14 January 2015 - 06:26 PM
LordKnightFandragon, on 13 January 2015 - 10:40 AM, said:
I get that, but why not a 2.0? Cuz PGI wanted to add an extra feature of adding xtra heat cap instead of just making them 2.0s and them strictly applying to heat dissipation?
game play they would be to powerful they have stated multiple time they ran a test build with it in house and it was jest to big a difference from shs and the fact is save a rare few lights shs are obsileat any way compared to dhs at 1.4 and the first 10 built in the the engine are true dhs any way
#669
Posted 15 January 2015 - 01:34 AM
kosmos1214, on 12 January 2015 - 02:31 PM, said:
heat cap is irreleveant if you have superhot heat inefficient ressources. For clanner shaving 2.0 dissipation and 0 heta cap increase may be a better balanc,e they cna sustain better dps, but would not be able to fire al the laz0rs.
maybe that would be an interrsting balance between IS DHS and clanner DHS.
#670
Posted 15 January 2015 - 04:30 AM
Lily from animove, on 15 January 2015 - 01:34 AM, said:
heat cap is irreleveant if you have superhot heat inefficient ressources. For clanner shaving 2.0 dissipation and 0 heta cap increase may be a better balanc,e they cna sustain better dps, but would not be able to fire al the laz0rs.
maybe that would be an interrsting balance between IS DHS and clanner DHS.
So the Clans get significantly less heat cap but better heat dissipation paired alongside much higher per weapon heat and longer beam times? Umm, lolno? Id vote for the change to a fixed heat cap at 50-60 and 2.0 DHS and 1.4 SHS. No faction should really be "Firin all the laz0rz"...
#671
Posted 15 January 2015 - 07:28 AM
Jump Jets
Players may add jump jets to any OmniMech, whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs, the left and right torsos,
and the center torso, and these locations must have sufficient
critical slots open.
#672
Posted 15 January 2015 - 07:29 AM
Hornviech, on 15 January 2015 - 07:28 AM, said:
Jump Jets
Players may add jump jets to any OmniMech, whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs, the left and right torsos,
and the center torso, and these locations must have sufficient
critical slots open.
But can they also be removed? I suppose if you can add them, you can can them to....cuz, really....it wouldnt make sense if you couldnt. It already doesnt....
#673
Posted 20 January 2015 - 02:11 AM
Another vote against making IS and clan balanced,
Dissapointed that clans are just going to be nerfed to be on par with IS.
Dissapointed that you can mix IS and clan mechs in a single team.
Dissapointed that clans wont be fighting in units of 10 (aka a Binary).
You could also have 10 v 10 clan on clan fights.
- UI redesign of the pre-game, scoreboard and end of round screen.
- New rules for tie breakers surrounding the uneven team sizes
- Significant re-factoring of the match maker to develop team sizes that don’t match.
- 'Mech chassis tonnage balancing will no longer work.
- Elo will no longer work with 10 vs 12 team calculations.
Also keep in mind that the "for the foreseeable future" approach means that if you decide to bring 10-strong teams of clanners in later, you're going to have to undo all of the nerfs. So really you mean "it's never going to happen".
About: “Yes your IS mech’s are weaker, but if you put lots of them together you might win”.
So you could just say you made a mistake in writing that, so what? Let's face it, it wont be your first. You've dissapointed plenty of players on other points, and this is another of those dissapointments. Admitting you made a mistake and fixing it is better than all the little annoying nerfs that take away the significance of a clan 'mech and the different styles of play they might encourage, and *still* dissapointing people.
I've got no problem with playing a weaker mech but having numerical advantage. Also anyone who chooses to play a heavy knows they're going to be outgunned by an assault. There are *massive* amounts of popular games that have this element - mostly RTS games, but isn't MWO supposed to be a strategy game as well as FPS?
#674
Posted 20 January 2015 - 06:27 AM
2) So many missed PGI-original opportunities from October 2011 until just the Town Hall-before-last,
3) All of the time spent screwing with the unnecessary and ignorant nerfs to Clan Omni's and all of the quirk development could have been shunted, instead, into getting rid of 3/3/3/3, weight-class matching, etc., and making it possible, instead for the game to launch with any number of 'Mechs on both sides by the use of an MWO version of Battle Value,
4) Not fixing real problems with the game, such as when a 35-ton Raven can take a pinpoint alpha, or two, from ANY Heavy or Assault-Class 'Mech, MAYBE turn yellow in one or two places, and then run off like it's nothing. So, hit boxes on Light 'Mechs need some real help. Let's also talk about the fact Lights can have two-thirds of their weight above half their height and still turn on a dime so the little cowards can remain behind Heavy and Assault 'Mechs to knock them down. Oh, and let's not forget how nasty ECM is on the battlefield. These things are so much more importantly broken than anything else in the game, that it's now a missed opportunity, and is causing PGI to hemhorrage players.
I have taken the past week-and-a-half off from playing, though I've more or less kept up with the forums, here, and I've listened to every single Town Hall that's been done, and the answers I continue to hear are disappointing. PGI are now talking about PvE games, AI for tanks, battle armor, infantry, AeroSpace Fighters, etc., but AI 'Mechs are going to take a lot longer. As much as I want to see a Single Player or Small Group experience, I want to see these other things fixed all the more. I have gone back to late-2012 through mid-2013, the last time I took a break, and barely kept pace with MWO, where all of us knew that PGI were going wrong, and ALL of us knew IGP were responsible for it, and I can't help but see that PGI are taking the VERY SAME PATH!!! I have zero withdrawal systems from staying away from MWO this time; that's pretty sad.
Edited by Kay Wolf, 20 January 2015 - 06:30 AM.
#675
Posted 22 January 2015 - 10:08 AM
How about requiring clans to have 2 filler posts of elemental squads, possibly 1 of whom
is a real life player so that it's not so easy to kill him or her outright and the Matchmaking and other features could still work.
I'm 100% in agreement that a clan torso removal should cause heat and movement problems simply from a simulation point of view, and any balancing effect of that would be great.
#676
Posted 23 January 2015 - 05:47 AM
LordKnightFandragon, on 15 January 2015 - 04:30 AM, said:
So the Clans get significantly less heat cap but better heat dissipation paired alongside much higher per weapon heat and longer beam times? Umm, lolno? Id vote for the change to a fixed heat cap at 50-60 and 2.0 DHS and 1.4 SHS. No faction should really be "Firin all the laz0rz"...
eith 50 heatcap, the metabuilds alls till fire all the laz0rs. and IS "fire all the laz0rs" is till nto as much dmg as the clanners, so it is partially in balance then.
Edited by Lily from animove, 23 January 2015 - 05:49 AM.
#677
Posted 23 January 2015 - 05:45 PM
Lily from animove, on 23 January 2015 - 05:47 AM, said:
eith 50 heatcap, the metabuilds alls till fire all the laz0rs. and IS "fire all the laz0rs" is till nto as much dmg as the clanners, so it is partially in balance then.
partly in balance and balanced are 2 very diferent things
#678
Posted 24 January 2015 - 06:58 PM
@Kay Wolf: been one-shotted in the raven more than once (streak-pult as a reference), keep trying.
PS: in case of buffing WHK with PPC quirks please supply lights with lightning rods.
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#679
Posted 24 January 2015 - 07:14 PM
pyrocomp, on 24 January 2015 - 06:58 PM, said:
Keep trying.
#680
Posted 24 January 2015 - 07:34 PM
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