Test Locking Clan Armor On The Public Test Server
#21
Posted 12 September 2014 - 10:44 AM
You have to look at everything together rather than apples and oranges... if you would like the weapons brought upto where the armour is currently, then the AC 20, should be doing 40 damage. But then our mechs would be blown out from under us so fast, so armour was buffed to double while weapons were left alone for the most part.
#22
Posted 12 September 2014 - 10:45 AM
#23
Posted 12 September 2014 - 10:51 AM
#24
Posted 12 September 2014 - 10:55 AM
Christof Romulus, on 12 September 2014 - 10:16 AM, said:
I own clan mechs too - I was merely suggesting something to try on the TEST server, nothing LIVE.
Also, if clan mechs ended up being too vulnerable, then perhaps the solution would be to undo some of the recent 'tweaks' to their weapons...
As for the majority of clan mechs coming into the game with max armor - that's less to the point than you think - How many of you use stock armor config on your clan mechs instead of rolling some of that rear armor to the front? Be honest =P
There's no need to test it live. It's completely illogical to think this would balance Clans and IS in any way, because the majority of problematic Clan mechs already run near max armor with just their stock armor configurations, and there's little need to tweak the armor at all.
The mechs you do have to tweak the armor on (Kit Fox, Summoner) aren't the mechs that are overpowered, so the only thing this attempt at balancing would do is make the Kit Fox unplayable, and the Summoner would be even more restricted on what it can carry than it already is.
Also, I pretty much use stock armor all the time. I may tweak my legs a little, but I've never reallocated from my back to front torsos.
#26
Posted 12 September 2014 - 11:02 AM
Metus regem, on 12 September 2014 - 10:44 AM, said:
You have to look at everything together rather than apples and oranges... if you would like the weapons brought upto where the armour is currently, then the AC 20, should be doing 40 damage. But then our mechs would be blown out from under us so fast, so armour was buffed to double while weapons were left alone for the most part.
Joseph Mallan, on 12 September 2014 - 10:51 AM, said:
So why not? Why than not just bring weapons in game to according values or reduce armor to LORE values. Would be more fun... especially when or if FFA mode comes out.
Besides I thing that giving an armor double strengt and litterally nerfed the weapons is a keystone where balance where broken in this game.
Edited by Hagoromo Gitsune, 12 September 2014 - 11:06 AM.
#27
Posted 12 September 2014 - 11:03 AM
Christof Romulus, on 12 September 2014 - 10:16 AM, said:
I own clan mechs too - I was merely suggesting something to try on the TEST server, nothing LIVE.
Also, if clan mechs ended up being too vulnerable, then perhaps the solution would be to undo some of the recent 'tweaks' to their weapons...
As for the majority of clan mechs coming into the game with max armor - that's less to the point than you think - How many of you use stock armor config on your clan mechs instead of rolling some of that rear armor to the front? Be honest =P
Well, that is true. I hadn't considered not allowing armor redistribution. However, it would still hurt the two weakest Clan mechs the most (I can't believe i just said that, I LOVE the Summoner, oh well).
#28
Posted 12 September 2014 - 11:17 AM
Hagoromo Gitsune, on 12 September 2014 - 10:26 AM, said:
LOL~WuuT!? They don't throw a dice?
Table-Top is/was ruining Battletech Universe. Skip dat crap and drag it to your mom.
Thx but my mom is sick.
But he ask tabletop armor, then weapon would need to be. And i m aint telling about dice we are talking about a computer game.
But if you want to follow the rules, then everything must follow the rules.
Metus regem, on 12 September 2014 - 10:44 AM, said:
You have to look at everything together rather than apples and oranges... if you would like the weapons brought upto where the armour is currently, then the AC 20, should be doing 40 damage. But then our mechs would be blown out from under us so fast, so armour was buffed to double while weapons were left alone for the most part.
The problem is Ac20 shouldnt fire a single round that make a pinpoint damage....lot of mechs wouldnt survive a single shot.
Edited by Augustus Martelus II, 12 September 2014 - 11:29 AM.
#29
Posted 12 September 2014 - 11:25 AM
I don't mean bring the armor down to table top values, just table top distribution.
I understand that the summoner doesn't really need another hit - and heck, let's start a thread about the Prime Variant, requesting that it be treated like Inner Sphere mechs, and just GIVE it another hardpoint or something.
However, all I wanted to do was TRY the armor lock idea - and if people want the original values for clan weapons too, let's try that at the same time. It's a TEST server, so let's test stuff...
#30
Posted 12 September 2014 - 11:29 AM
That way all I have to do to avoid the QQ and butthurt of all the clan bleating and wailing completely is avoid the forums!
win win
Edited by Hillslam, 12 September 2014 - 11:33 AM.
#31
Posted 12 September 2014 - 12:01 PM
Ultimatum X, on 12 September 2014 - 09:29 AM, said:
I agree.
Also I don't understand why people want anything nerfed. I mean asking for nerfs has to be ranked up there with standing in front of trains or dousing ones self with gasoline and smoking as far as stupid things to do because remember, what comes around, goes around. Eventually your favorite mech will get nerfed too if your not careful.
#32
Posted 12 September 2014 - 12:25 PM
#33
Posted 12 September 2014 - 12:51 PM
Metus regem, on 12 September 2014 - 12:25 PM, said:
So, here's the deal - yes Clan tech is more powerful, and even after 5 years, the Inner Sphere doesn't really field anything that holds a candle to them, by design.
From a lore standpoint that is perfectly acceptable. From a Table Top standpoint, I'm sure many TT players will tell you, the power creep was insane.
From a competitive game standpoint, where people play to win, this is unacceptable- if you have factions where one is simply outright superior, then there's no incentive to playing the weaker faction. I'm not saying that this needs to be the case, but in a game where you have new players who are playing a game that they thought was free (and most likely fair), then you have we players who have purchased Clan technology and regularly wipe the floor with those new players, you're going to see a LOT of turnover.
What that translates into is: no new players. I've attempted to play many games out there, where I log in, things are going great, and I think that I'm doing well, then some guy with all the epics he bought rolls me. I typically am frustrated and quit those games shortly after attempting to keep up with my 'free to play' tech - which is what should be AVOIDED. A system like that creates an ever decreasing player base, and nobody wants that.
So, this is why the Clans are being "balanced" to the inner sphere. If you're going to have a fight, it should be a FAIR fight.
In fact, JUST FOR GIGGLES, why not let's all create brand new accounts, or have real life friends who have never played Mechwarrior Online create new accounts, and go through the new-game experience that people who are just joining the game go through.
See how long you can rock a Standard-heatsink nearly stock inner sphere LIGHT, or a champion mech that's on rotation while being constantly bombarded with the Clan tech that you defend so vehemently. Hell that should be our next 'challenge' =P
#34
Posted 12 September 2014 - 01:15 PM
Hagoromo Gitsune, on 12 September 2014 - 10:36 AM, said:
For exsample... AutoCannons in LORE. Nasty, powerfull as hell, but in TT-based games? 10-20 damage!? Are U fkin' joking???
KGC with dual AC20 just litterally was able to blew any mech out of it's pants... but in TT??? 2x20 damage...pfff. That is poor and rude against the lore. So forget that TT bullcrap, it's for f4ggets.
You say that like it's unique to the setting. In Warhammer 40K one Space Marine should be able to take on a full platoon of Guardsmen and not even break a sweat. In the TT game numbers always have the advantage.
It's a balance thing. Of COURSE they won't balance a game around it's lore, that'd be stupid. Very very stupid.
#35
Posted 12 September 2014 - 01:23 PM
When I was a fresh player, read 159 drops ago (when I first logged in) I got rolled by anything and everything, as time went by, I started to fight smarter not harder, now at 159 drops in game, I'm better than I was when I started, and I know to look for someone with their back exposed to me, doesn't matter if it's a Locust or a Dire Wolf, it's still going to burn from PPC and SRM vomit.
I used to run a crit monky Dragon 1C with a LBX in the arm, didn't kill much but carved up internals like a boss. As I said, fight smarter not harder.
#36
Posted 12 September 2014 - 01:49 PM
already-marginal Clan chassis will be completely ignored in favor of the chassis that are already solid, and then you can throw the kitfox on top of the "who would use that who actually wants to win" pile too.
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