Abivard, on 16 September 2014 - 08:41 PM, said:
If you take away clan mechs ability to equip Arty or airstrike that would help balance the two factions and at the same time help immersion, after all Arty and Air are dishonorable to real clanner's.
What happened to this idea? I thought it was going in a long time ago but I saw plenty of red smoke deployed by the Clan side during the test.
Kiiyor, on 16 September 2014 - 11:18 PM, said:
Yes after this quirk pass we 100% need to run a challenge where wins are the criteria for getting the reward and we need to run it in the group queue with IS v Clan turned on.
To negate any and all crying you could run a solo queue challenge that was just normal mixed teams so players who hate grouping or whatever can earn the same cbill bonus while avoiding grouping and CvIS.
We very badly need to see if using organized teams that are trying much harder to win boosts the clan winrate or lowers it. That is an incredibly important question that at this time is not answered.
DV McKenna, on 17 September 2014 - 05:30 AM, said:
For me the problem lies in the players.
The IS mechs, have a wide variety of choice, and alot of IS mechs that are popular are downright terrible and people bring downright terrible builds on them ( Raven 2X's, Quickdraws, Thunderbolts to name a few) some people even manage to bring horrific Jagermech builds
I don't disagree with this. After pack2 comes out and a few more trials and cbill versions this factor will be gone to an extent.
But its also a clear illustration of how ****** 3/3/3/3 is. If players bring the mech they want to pilot they are often hurting their team's chances of winning. A Locust no matter how many quirks you give it SHOULD NOT be as powerful as a Raven or Jenner or Firestarter. Those extra tons are meant to matter. The issue isn't with the Locust's power level its that taking an under-powered light doesn't give your team anything.
We need a system where 3 100-ton mechs, 3 75-ton mechs, 3 55-ton mechs and 3 35-ton mechs IS NOT POSSIBLE. We need team tonnage limits and we need them yesterday. Dragons and Locusts and Awesomes should be something serious tryhard teams actually consider running from time to time because it lets them get heavier elsewhere in their roster.
Yeshua Kerensky, on 17 September 2014 - 06:21 AM, said:
I don't think you are going to ever balance the clans out with their weapons weighing less and being more potent in a 12 v 12 game. I know PGI is looking for different but balanced, but in that model the weapons would have to be half as potent. I don't think anyone wants to hear the yelling on the forums that would cause.
I agree with this sentiment. Ever since 10v12 was canned I've been saying that Clan players do not realize just how nerfed Clan mechs need to be in order to balance 1:1 for 12v12.
There is a lot of head in sand in this community over what 1:1 balance looks like.
You can find all these threads claiming the summoner is too weak or the adder or the nova.
Those mechs are around the power level ALL clan mechs should be at. That is how powerful they need to be to balance 12v12.
I will tell you right now that if you forced clans to play 12v12 with 0 TBR, DWF or SCR. Against equal tonnage IS teams we would get the closest to 50/50 winrate we've ever seen.
If you let IS take 100/70/55/35 team comps it would probably favor the IS similar to how this test did because without equal tonnage its a big problem.
Speaking of which can we please get the average tonnage on IS and Clan side of these 200+ matches and if tonnage differences seemed to impact results?
Edited by Hoax415, 17 September 2014 - 07:47 AM.