Test Locking Clan Armor On The Public Test Server
#1
Posted 12 September 2014 - 09:24 AM
Originally when the clan was announced it was reported that one of the clan limitations was the inability to reallocate armor.
What this boils down to is, clan mechs would be using the armor values from Tabletop (stock armor values).
Currently, Clan mechs routinely outperform mechs of Inner Sphere design in Mechwarrior Online - as evidenced by all data metrics.
I propose that on the Public Test Server, the armor values of the clan mechs should be locked to the default values and tests be performed about balancing between the Inner Sphere and the Clan be done under those conditions.
Clan beat Inner Sphere on heat management - double heatsinks (sometimes allowed in legs) see to that.
Clan beat Inner Sphere on damage done - Whether this be due to simply having higher damage values, or the range advantage, or both the clan mechs simply produce more damage.
So, instead of continuing to tweak the weapons, how about we test tweaking the armor - defense and offence are intimately tied to each other, and so far all the attempts to balance the game have been done by tweaking offense. So, let's try it the other way around, on the PTS at least - see what happens. Maybe we won't need more ghost heat penalties if the Clan mechs are simply slightly more fragile.
#2
Posted 12 September 2014 - 09:29 AM
TBR, SCR, DWF NVA will still be as good as ever.
Add Cute Fox to unplayable list.
Edited by Lootee, 12 September 2014 - 09:29 AM.
#3
Posted 12 September 2014 - 09:29 AM
#4
Posted 12 September 2014 - 09:30 AM
I don't think making the Summoner and Kit Fox worse are going to help anything.
#5
Posted 12 September 2014 - 09:33 AM
#6
Posted 12 September 2014 - 09:56 AM
#7
Posted 12 September 2014 - 09:57 AM
EyeOne, on 12 September 2014 - 09:30 AM, said:
I don't think making the Summoner and Kit Fox worse are going to help anything.
Posted idea is ridiculous and poorly considered.
Further, let the last round of clan nerfs settle in before crying about OPedness.
#8
Posted 12 September 2014 - 10:09 AM
I admit - it was a bit more challenging but I was still wrecking things and killing a TBRs felt really, really good(knowing how they feel since I mostly pilot one).
I did the tests in connection with the fact that CW will disallow you to pick clan mechs if your faction don't allow it - will continue to do that, but either way - can we please finally stop this sheet?
One is good or bad - what mech one's piloting changes quite few things.
#9
Posted 12 September 2014 - 10:13 AM
Armor are already TWICE the normal value for mechs. so its already not Tabletop
#10
Posted 12 September 2014 - 10:14 AM
No.
#11
Posted 12 September 2014 - 10:14 AM
Christof Romulus, on 12 September 2014 - 09:24 AM, said:
Originally when the clan was announced it was reported that one of the clan limitations was the inability to reallocate armor.
What this boils down to is, clan mechs would be using the armor values from Tabletop (stock armor values).
Currently, Clan mechs routinely outperform mechs of Inner Sphere design in Mechwarrior Online - as evidenced by all data metrics.
I propose that on the Public Test Server, the armor values of the clan mechs should be locked to the default values and tests be performed about balancing between the Inner Sphere and the Clan be done under those conditions.
Clan beat Inner Sphere on heat management - double heatsinks (sometimes allowed in legs) see to that.
Clan beat Inner Sphere on damage done - Whether this be due to simply having higher damage values, or the range advantage, or both the clan mechs simply produce more damage.
So, instead of continuing to tweak the weapons, how about we test tweaking the armor - defense and offence are intimately tied to each other, and so far all the attempts to balance the game have been done by tweaking offense. So, let's try it the other way around, on the PTS at least - see what happens. Maybe we won't need more ghost heat penalties if the Clan mechs are simply slightly more fragile.
DAFQU?
You do know that they have fixed armour and structure slots right? They have fixed Engine sizes and fixed heatsinks right? Some poor mechs even have fixed jumpjets...
I find it odd, that the omni mechs are more resticted in what they can do than the IS battle mechs, that really shouldn't be as modable to the degree that they are.
#12
Posted 12 September 2014 - 10:16 AM
If they would do that armor limitation (with the current system), you wouldn't see clans mechs anymore
#13
Posted 12 September 2014 - 10:16 AM
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
#14
Posted 12 September 2014 - 10:19 AM
Piloting a clan mech otherwise ask a little more skills
and anyways if you put max armor to your clan mech....you reduce the free weight for weapons.
#16
Posted 12 September 2014 - 10:25 AM
#19
Posted 12 September 2014 - 10:36 AM
Joseph Mallan, on 12 September 2014 - 10:30 AM, said:
Not really... we still having balance and lack of mechs/maps/game modes issues. This game is arcade, like WarThunder, so get used to, kids. And actually TT does ruined LORE a lot.
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.
Edited by Hagoromo Gitsune, 12 September 2014 - 10:37 AM.
#20
Posted 12 September 2014 - 10:42 AM
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.
Edited by Joseph Mallan, 12 September 2014 - 10:43 AM.
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