Fire and Salt, on 06 September 2014 - 02:15 PM, said:
I am a founder, and my opinion differs from yours on all subjects.
Have you ever played any of the other mechwarrior games?
In MW2, you could fly around without touching the ground, Lost a leg? No problem!
In MW3 you could just fill every 'Mech up with lasers, there was nothing like hardpoints that gave mechs a unique feel.
In MW4, the build system didn't even include crit spaces for anything but weapons. XL Engine 'mechs wouldn't die if the lost a side torso or 2.
How does MWO piss on lore more than any previous mechwarrior game? Please explain.
Your blatantly realistic observations are not appreciated here. Hey, how many shots did you get every 10 seconds in, well, any prior BT game online? More than 1?
How about PPFLD/DoT? What was that? Some either did everything, including lasers, like PPFLD or they did everything DoT?
How'd you love the indirect fire on the missiles on all those prior BT titles? Wasn't your thing?
Of course it was impossible to have mixed tech in any viable method... right? Wait, wait, you also couldn't really use Clan tech if you were IS.... right?
MW:O actually has more attention to lore in its balancing, more inclusion of BT rules than any and every other BT title for the computer.
It's also the first one to really approach the idea of IS vs Clans in MP, why? Because nobody else even started to approach any sort of balance on IS vs Clans without Plot Armor or requiring all Clanners to play like genetically engineered semi-autistic idiot freaks who also believed firmly in slavery and totalitarian fascism and irrational self-imposed restrictions on how they fight.
The truth is that 99% of the would-be Clanners would find excuses to drop all the Clan restrictions that resulted in the Clans losing in lore the moment it involved them, you know, losing. Almost everyone who would play OP Clans would play them because they're OP. You would never, ever, at any point, populate 10 vs 12 matches with unbalanced Clan mechs. You'd have newbies hating grinding IS mechs as absolute fodder for vet players running Clan mechs with regular human (IS) tactics. The game would die out because nobody save a handful of people would play IS in that environment.
Viktor Drake, on 06 September 2014 - 03:02 PM, said:
I am with you. If Clan mechs were over-performing, then nerf the damage a bit. Right now all my Clan builds are actually less heat efficient than my IS builds. Hell I got a 6 ML, 1 PPC, 1 AC/10 Battlemaster with 18 DHS sitting at a higher heat efficiency than my 6 C-ER ML, 1 C-ER LL, 2MG Nova with 21 DHS. Pretty ridiculous that I can run 25 tons of weapons on 3 DHS less and get more heat efficiency than running 11 tons of weapons on a Clan mech.
6MLs is 30 damage at 270m, plus 10 pts for the AC10 out to 400m, 40 pts total. 6 CERMLs is 44 out to (what is it now, 350 or 400?) and an extra 11 pts for the CERLL out to nearly 800m, plus 2 MGs with debatable tactical value.
One is 40pts within 270m, 10 pts out to 400. The other is 55 pts out to ~400m, 11 pts to 800m.
almost 30% more damage and around 100% more functional fighting range.
Run 4 x CERMLs instead of 6. You'll have comparable damage and still have superior range and suddenly superior heat management.
The problem we're dealing with now is everyone got used to boating 6+LLs worth of firepower *in addition* to a couple heavy hitter weapons. Now that's not viable; you're going to do better with ~4 CERMLs + SRMs/LRMs/ACs or other non-energy firepower. Learn to rock the LB5Xs or get good use out of the UACs. Find a stagger-fired LRM build that works or boat up some SRMs.
The problem isn't that Clan weapons are too hot - it's that just like IS mechs you can no longer boat 50+pts of 400m+ ranged hitscan lasers and run it cool.
The problem is your build is bad.