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The Clans Were Overnerfed. Some Stats.


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#201 Ultimax

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Posted 25 September 2014 - 01:51 AM

View PostIraqiWalker, on 24 September 2014 - 08:58 AM, said:

You can't argue that something needs to be done to the IS XL engines because when they lose a side torso, they die.



We can argue however that taking a risky engine is a choice you get to make.

Or you can choose to use a STD engine for more survivability.



This choice, and many others are forbidden to clan mechs.

There is no option in a DWF to take the safer engine, ever.


These are mechs with locked structure and locked armor, and locked DHS that are also locked into locations.

You don't get to choose any of that.

You also do not get to choose your engine size.



These are the penalties that justify benefits like Clan XL - except now that Clan XL is getting nerfed will we see any of that alleviated?

We should, but I doubt it will happen.


I'd love 35+ tons of free pod space for my Timber Wolf, or to take Endo on my WHK and drop Ferro.

I can never do these things, but I accept that because I get benefits from omni-pods and Clan XL.



So what is the tipping point where the restrictions on all things clan become enough to where locked items can be loosened?


The trade off for superior engine that is locked, with gear that is locked is being broken as this engine is being nerfed/downgraded - which will hurt the Clan Assaults by quite a lot.


In the face of upcoming IS mechs like the King Crab, these nerfs might even be jumping the gun. Or is it OK to have a dual gauss toting 100T assault mech with a STD engine, Endo, and as many or as few DHS as the build actually needs instead of having 10 of them strapped on whether you want them or not?

Is it OK for the King Crab to have all of that "because IS"?

#202 Daneiel

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Posted 25 September 2014 - 04:05 AM

View PostIraqiWalker, on 24 September 2014 - 09:01 PM, said:


I'm not sure how to respond to this. You do know there is this thing called moderation, right?

There are many steps between implement clan XL CORRECTLY, and implement clan XL correctly, but MAKE IS NOT PLAY FOR A WEEK IF THEY DO ANYTHING TO THEIR MECHS.

You're honestly sounding on the crazy side right now. We're talking about lore for engines, and your argument is that lore should be implemented both ways. However, that means that clan XLs should get the lore fix, since all other engines are already operating according to lore.

You can't have the lore fix be there when you like it, and use it for only one side. That is hypocritical. Those were basically your words, and I'm sending them right back at you. Right now IS XL, and STD engines operate according to lore, but clan XLs aren't operating according to lore. Shouldn't lore be implemented both ways?

As for stalling mechs due to customization: That is completely unrelated to the topic at hand, and there is literally no reason to apply that into the game. When we apply lore to a section of the game, that doesn't mean we have to apply it for every single aspect of the game. Otherwise, you need to turn in all your clan mechs, and be banned from participating in CW for the time being, since your clan isn't here yet.


There's applying the lore in a balanced, and reasonable manner, and then there's going off-the-ramp crazy. Your suggestion (and the joke one I made about being banned from CW), are of the second kind. Applying the lore engine fix to clan XLs, isn't biased, and is in the reasonable bracket (after all, IS engines are working according to lore, why should clan engines not work according to lore?)


One more IS mechs don't operate exactly as the lore - the reason of that is that key elements was rermoved of the game other was never implemented - The IS XL engines work according the lore only to the point where you need to get out your wallet and spend insane amount of c-bills for customisation - now did you get what mean "slap the engine -> the cost of the engine + manipulation cost " - in the lore customisation is rare because of the cost and logistic problems (feel free to correct me here). And here is - you can not call for full lore implementation of the clan XL engines without call for changes where IS restrictions are placed - money and logistic ( lockdown period) , now i think you will understand me - i am all for lore implementation , but it needs to be done right , not lets go full lore restrictions for the clans but not for the IS and please understand me right - i care for IS mechs as much as the Clan ones - i am disgusted from the abominations created via that mechlab.

#203 Molossian Dog

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Posted 25 September 2014 - 04:09 AM

@Ultimatum X

You guys are really experiencing some serious luxury problems. Or rather you are anticipating them.

Especially since there is -no- downside to a clan XL yet. I´d suggest you reserve your panic for the time disadvantages are implemented.

----

"Is it OK for the King Crab to have all of that "because IS"?"

Besides the point the King Crab is also not implemented yet:

Wether two gauss on a 100 ton Mech are ok or not is almost a different question. What matters in what we are discussing is the IS-Clan comparison.

And you intentionally fail to mention that:
a ) two clan gauss weight 6 ton less than two IS gauss.
b ) two clan gauss occupy 2 slots less than two IS gauss
c ) your bemoaned Clan XL saves yet more tons. And slots in comparison to an IS XL.

All this means that a similarily equipped clan mech will bring weapons -in addition- to two gauss. Weapons with more range and damage than the IS equivalent. Weapons you can easily use due to the fixed 10 DHS which 2 gauss don´t use.

If that doesn´t compensate for the KC STD engine, then I don´t know what will. Especially since a side torso destruction will not kill a clan XL Mech, if PGI´s way of implementating lore so far is any guidance.

-----

Pre-emptive hysteria is not pretty to watch.

Edited by Molossian Dog, 25 September 2014 - 04:12 AM.


#204 Lefty Lucy

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Posted 25 September 2014 - 07:00 AM

View PostUltimatum X, on 25 September 2014 - 01:51 AM, said:




The thing is these are construction penalties, rather than gameplay penalties, so all they do is decrease the viability of less-optimal chassis. So there are some mechs that aren't actually affected by these much, such as the Storm Crow and Timberwolf, because they already have pretty optimized chassis.

#205 IraqiWalker

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Posted 25 September 2014 - 08:41 AM

View PostUltimatum X, on 25 September 2014 - 01:51 AM, said:



We can argue however that taking a risky engine is a choice you get to make.

Or you can choose to use a STD engine for more survivability.



This choice, and many others are forbidden to clan mechs.

There is no option in a DWF to take the safer engine, ever.


These are mechs with locked structure and locked armor, and locked DHS that are also locked into locations.

You don't get to choose any of that.

You also do not get to choose your engine size.



These are the penalties that justify benefits like Clan XL - except now that Clan XL is getting nerfed will we see any of that alleviated?

We should, but I doubt it will happen.


I'd love 35+ tons of free pod space for my Timber Wolf, or to take Endo on my WHK and drop Ferro.

I can never do these things, but I accept that because I get benefits from omni-pods and Clan XL.



So what is the tipping point where the restrictions on all things clan become enough to where locked items can be loosened?


The trade off for superior engine that is locked, with gear that is locked is being broken as this engine is being nerfed/downgraded - which will hurt the Clan Assaults by quite a lot.


In the face of upcoming IS mechs like the King Crab, these nerfs might even be jumping the gun. Or is it OK to have a dual gauss toting 100T assault mech with a STD engine, Endo, and as many or as few DHS as the build actually needs instead of having 10 of them strapped on whether you want them or not?

Is it OK for the King Crab to have all of that "because IS"?


I think you misunderstood my post, mainly because you sound like you're disagreeing with me, but you and I are actually on the same page.

I was saying that IS XLs are working fine, and as intended, however clan XLs aren't since they still don't have the debuff installed. My problem was with the guy I was responding to, who wanted IS mechs to be locked out of use for several weeks while changing engines.

Also, locked clan engines is a detriment, it's just not big enough to actually bring them close to balance against IS engines.

Clan XLs should be somewhere between IS STDs, and IS XLs. Not above them. IS STD gives max survivability for a weight cost, while saving slots. Clan XLs should give better weight savings, for a slot cost, and risk when losing a Side Torso, and death when losing both. So it's less survivable than IS STD, but better than IS XL. While IS XLs give the most weight savings for IS mechs, for 2 more slots than Clan XLs, and the risk of death when losing a side torso.




View PostDaneiel, on 25 September 2014 - 04:05 AM, said:


One more IS mechs don't operate exactly as the lore - the reason of that is that key elements was rermoved of the game other was never implemented - The IS XL engines work according the lore only to the point where you need to get out your wallet and spend insane amount of c-bills for customisation - now did you get what mean "slap the engine -> the cost of the engine + manipulation cost " - in the lore customisation is rare because of the cost and logistic problems (feel free to correct me here). And here is - you can not call for full lore implementation of the clan XL engines without call for changes where IS restrictions are placed - money and logistic ( lockdown period) , now i think you will understand me - i am all for lore implementation , but it needs to be done right , not lets go full lore restrictions for the clans but not for the IS and please understand me right - i care for IS mechs as much as the Clan ones - i am disgusted from the abominations created via that mechlab.


Ok, seriously. What are you talking about? First off, customization wasn't done in 3025 because the materials weren't there, and it was expensive. Second of all, We're asking for the implementation of lore as far as clan XL engines' debuff when they lose a side torso. If we go by your "insanely twisted" logic, then you don't get your clan mech until 3 months after you pay for it, and if you get destroyed in a match, wait another 2 months before the engine is fixed, then another month before pods are installed.

Again: your argument is in the bat-****-insane section. Right now here's how it stands: IS - decent lore implementation for the engines. Clan- NO, NONE, ZIP, ZILCH, lore implementation on their engines.

Unless you can understand that much, we really shouldn't be arguing/debating this. I don't have the time to explain the same point 5 different ways.

By the way. IS mechs do operate according to lore. If you have the money you can customize them. Which we have, and do. You're talking about the standard military guys. Yes, the never customized their mechs, because they are not allowed to, and don't usually get paid enough to do so.

However, the independent guys, they customized their mechs whenever they could. Look at Kai-Allard Liao, he removed the AC 20 from his YLW and slapped a Gauss rifle instead. That's ONE example, there are many where the mech was fully gutted, and rebuilt from the ground up.

Don't use some insane lore restrictions as a shield to hide behind, especially not when you're missing the scope or scale of the argument.

Or maybe you want to lose all your mechs, and only pilot one randomly assigned clan mech for the entirety of your MW:O career? I mean, if you want to go crazy with the lore. Let's go all the way, right? Are you seeing how flawed, and mistaken that application of lore is?

Here's reasonable application of the lore:

Hey, clan XLs aren't fully implemented yet, how about we wrap that up. Now we have IS STDs for most survival, IS XLs for maximum weight saving with a high risk of destruction. Clan XLs for best weight saving and better survivability than IS XLs. However, when you lose a side torso, you lose some benefits.

This makes the engine hierarchy go like this: STD>C-XL>IS XL. Instead of C-XL>IS STD>IS XL. This makes Clan XLs balanced, instead of absolutely a step up from IS engines in every single way possible.

Everything else you are talking about, is unrelated to the actual discussion about the engines. Focus on that aspect please.

Yes, I understand that locked engines are a downside, and I firmly believe that. However, that's no excuse to keep something broken/not fully implemented.

And this is a pointer to help with future discussion: Please use paragraphs, and break the text from one giant wall, into smaller, easier to read sections. It makes a huge difference.

Edited by IraqiWalker, 25 September 2014 - 08:47 AM.


#206 Mystere

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Posted 25 September 2014 - 08:53 AM

View PostUltimatum X, on 25 September 2014 - 01:51 AM, said:

Is it OK for the King Crab to have all of that "because IS"?


I am 100% sure that on the day the King Crab is released, there will be at least one post calling for the reversal of all Clan nerfs. ;)

#207 Daneiel

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Posted 25 September 2014 - 09:13 AM

View PostIraqiWalker, on 25 September 2014 - 08:41 AM, said:


I think you misunderstood my post, mainly because you sound like you're disagreeing with me, but you and I are actually on the same page.

I was saying that IS XLs are working fine, and as intended, however clan XLs aren't since they still don't have the debuff installed. My problem was with the guy I was responding to, who wanted IS mechs to be locked out of use for several weeks while changing engines.

Also, locked clan engines is a detriment, it's just not big enough to actually bring them close to balance against IS engines.

Clan XLs should be somewhere between IS STDs, and IS XLs. Not above them. IS STD gives max survivability for a weight cost, while saving slots. Clan XLs should give better weight savings, for a slot cost, and risk when losing a Side Torso, and death when losing both. So it's less survivable than IS STD, but better than IS XL. While IS XLs give the most weight savings for IS mechs, for 2 more slots than Clan XLs, and the risk of death when losing a side torso.






Ok, seriously. What are you talking about? First off, customization wasn't done in 3025 because the materials weren't there, and it was expensive. Second of all, We're asking for the implementation of lore as far as clan XL engines' debuff when they lose a side torso. If we go by your "insanely twisted" logic, then you don't get your clan mech until 3 months after you pay for it, and if you get destroyed in a match, wait another 2 months before the engine is fixed, then another month before pods are installed.

Again: your argument is in the bat-****-insane section. Right now here's how it stands: IS - decent lore implementation for the engines. Clan- NO, NONE, ZIP, ZILCH, lore implementation on their engines.

Unless you can understand that much, we really shouldn't be arguing/debating this. I don't have the time to explain the same point 5 different ways.

By the way. IS mechs do operate according to lore. If you have the money you can customize them. Which we have, and do. You're talking about the standard military guys. Yes, the never customized their mechs, because they are not allowed to, and don't usually get paid enough to do so.

However, the independent guys, they customized their mechs whenever they could. Look at Kai-Allard Liao, he removed the AC 20 from his YLW and slapped a Gauss rifle instead. That's ONE example, there are many where the mech was fully gutted, and rebuilt from the ground up.

Don't use some insane lore restrictions as a shield to hide behind, especially not when you're missing the scope or scale of the argument.

Or maybe you want to lose all your mechs, and only pilot one randomly assigned clan mech for the entirety of your MW:O career? I mean, if you want to go crazy with the lore. Let's go all the way, right? Are you seeing how flawed, and mistaken that application of lore is?

Here's reasonable application of the lore:

Hey, clan XLs aren't fully implemented yet, how about we wrap that up. Now we have IS STDs for most survival, IS XLs for maximum weight saving with a high risk of destruction. Clan XLs for best weight saving and better survivability than IS XLs. However, when you lose a side torso, you lose some benefits.

This makes the engine hierarchy go like this: STD>C-XL>IS XL. Instead of C-XL>IS STD>IS XL. This makes Clan XLs balanced, instead of absolutely a step up from IS engines in every single way possible.

Everything else you are talking about, is unrelated to the actual discussion about the engines. Focus on that aspect please.

Yes, I understand that locked engines are a downside, and I firmly believe that. However, that's no excuse to keep something broken/not fully implemented.

And this is a pointer to help with future discussion: Please use paragraphs, and break the text from one giant wall, into smaller, easier to read sections. It makes a huge difference.

OK i think you don't understand me ( probable because my English its hard for me to explain it properly ) -you want Clan XL -> destroyed ST -> slow down , 1/3 heat dispersion lost - i am fine with that , but in the same time clans are stuck withexactly that XL engine - again i am fine with that , but on the other hand IS have full customisation without any penalty except the price of the engine that you can even rotate between your mechs without any additional cost - i am not agree with that -> clan XL -> destroyed ST-> slow and loosing heat sinks , if you add that you need to add -> IS mech you decide to touch your engine in mechlab you need to pay for the manipulation as addition to the cost of the engine (or any other customisation ) -that is fair , that is the lore (at least i remember it in that way - if you know something different that you don't need to pay for your techs work in the mechlab or these changes become instant please share it) .I can not explain it better - or my English is really awful or you just trying to not understand me !

Edited by Daneiel, 25 September 2014 - 09:17 AM.


#208 IraqiWalker

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Posted 25 September 2014 - 09:26 AM

View PostDaneiel, on 25 September 2014 - 09:13 AM, said:

OK i think you don't understand me ( probable because my English its hard for me to explain it properly ) -you want Clan XL -> destroyed ST -> slow down , 1/3 heat dispersion lost - i am fine with that , but in the same time clans are stuck withexactly that XL engine - again i am fine with that , but on the other hand IS have full customisation without any penalty except the price of the engine that you can even rotate between your mechs without any additional cost - i am not agree with that -> clan XL -> destroyed ST-> slow and loosing heat sinks , if you add that you need to add -> IS mech you decide to touch your engine in mechlab you need to pay for the manipulation as addition to the cost of the engine (or any other customisation ) -that is fair .I can not explain it better - or my English is really awful or you just trying to not understand me !


No, I'm understanding what you're saying. I'm saying that the idea is not viable, compared to just tweaking clan XLs, because stuck with them or not, they are still better than where they should be.

Being stuck with them is not enough of a handicap. What you are suggesting is not a good solution. In fact, it's a very bad solution. It will stop large portions of the player base from playing the game for extended periods of time, and will in fact make it impossible to get, or keep new players in the game.

Whether or not the engine in the mech is the best one for it, the clan engines are still too strong. Also, for the record, clans don't use standard engines, so all you have is XLs. After this fix is implemented, who knows, maybe it will be a good enough reason to allow clan mechs to change engines.

However, right now clan XLs are two slots smaller than IS XLs, and survive as good as an IS STD, if not better since they allow for good mobility. Being locked down to a specific engine size is a big hindrance. I would love to strap an XL 325 in the T-Wolf instead of the 375 in it, for example. However, it's not a big enough hindrance to consider clan engines balanced.

#209 Daneiel

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Posted 25 September 2014 - 09:45 AM

View PostIraqiWalker, on 25 September 2014 - 09:26 AM, said:


No, I'm understanding what you're saying. I'm saying that the idea is not viable, compared to just tweaking clan XLs, because stuck with them or not, they are still better than where they should be.

Being stuck with them is not enough of a handicap. What you are suggesting is not a good solution. In fact, it's a very bad solution. It will stop large portions of the player base from playing the game for extended periods of time, and will in fact make it impossible to get, or keep new players in the game.

Whether or not the engine in the mech is the best one for it, the clan engines are still too strong. Also, for the record, clans don't use standard engines, so all you have is XLs. After this fix is implemented, who knows, maybe it will be a good enough reason to allow clan mechs to change engines.

However, right now clan XLs are two slots smaller than IS XLs, and survive as good as an IS STD, if not better since they allow for good mobility. Being locked down to a specific engine size is a big hindrance. I would love to strap an XL 325 in the T-Wolf instead of the 375 in it, for example. However, it's not a big enough hindrance to consider clan engines balanced.

Are you sure ???? What about the clan lights - i don't care for the heavies or the assaults - and Adder is stuck with 210 xl if the player loose its ST he will go even slower , but the super hero firestarter can use the same engine that he own already for his raven without any additional cost , on how many mechs you can use the same engine without any additional cost ???? - See my point you complaining about the clans , but you totally ignore IS benefits in the game .You call for the lore rules , but only for the clan mechs , when i ask you the lore rules to be added for the IS too , you backed off and saying that i am insane - for me your acting very hypocritical in that case - call for enforcing all of the lore rules or non that is .

#210 IraqiWalker

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Posted 25 September 2014 - 09:57 AM

View PostDaneiel, on 25 September 2014 - 09:45 AM, said:

Are you sure ???? What about the clan lights - i don't care for the heavies or the assaults - and Adder is stuck with 210 xl if the player loose its ST he will go even slower , but the super hero firestarter can use the same engine that he own already for his raven without any additional cost , on how many mechs you can use the same engine without any additional cost ???? - See my point you complaining about the clans , but you totally ignore IS benefits in the game .You call for the lore rules , but only for the clan mechs , when i ask you the lore rules to be added for the IS too , you backed off and saying that i am insane - for me your acting very hypocritical in that case - call for enforcing all of the lore rules or non that is .



What if that player only has the Firestarter? This is the part you're not thinking about. He gets the FS9, upgrades the engine, and now he can't play the game at all since it's gonna take 2 weeks?

You're punishing people for something not in the game (engine swapping), while keeping a broken advantage in game (during matches). Engine swapping doesn't happen during matches. But broken XLs are in the matches.

That adder will still move at over 90 Kph after losing a side torso, while the Firestarter is still dead. DO you see how that is just obscenely powerful in comparison? If you apply the engine fix, then the adder is still moving around after losing a side torso, but it's moving at 60+kph, while the FS9 is dead.

Notice how it's closer, and more balanced.

I'm saying you're insane because the lore rules you are suggesting have literally no benefit to anyone, and don't impact mech performance in the matches. Understand that. What matters is how the mechs perform on the field.

We're discussing engine performance lore rules, and you're talking about engine swapping construction rules. Notice how those are two different things? I'm not backing down from anything, but I will not waste my time trying to explain to you why you're wrong multiple times. Once or twice is fine, 4 times, and I have better things to waste my time on.

If we follow your lore suggestion, here's what's going to happen:

I'll swap engines for my mech, since I'm new, and it's only been a week or less for me of playing. I have no other mechs, and now I need to wait for several weeks until I can play. How about instead, I go play some other game instead? Also, once the engine swap penalty is done, I'm still going into the match with that upgraded engine. If I swap it around with other mechs, I'm still going into the match with that engine. Do you see how this actually fixes NOTHING? It has no bearing at all on mech performance in matches. It just prohibits people from customizing their mechs. Which is an absurdly stupid idea.

Customization should be encouraged, not prohibited.

On the other hand, my engine suggestion actually impacts match performance, and brings balance to mech performance on the field.

Again, to simplify it: Your suggestion has no impact on mech performance in matches, while this engine fix that should have been there from day 1 does.

Your solution is literally pointing at something else, unrelated to the topic at hand, and going "how about that?"

Edited by IraqiWalker, 25 September 2014 - 09:58 AM.


#211 mongo2006

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Posted 25 September 2014 - 10:03 AM

View PostIraqiWalker, on 21 September 2014 - 09:47 AM, said:


I've already crunched the numbers. If the IS pilots are stupid, they will try to mimic the clan builds, instead of relying on the fact that their mechs are more customizable. If you make identical set ups, clans end up having more slots, but similar if not less weight.

The argument that IS pilots are less skilled is actually supported by the stats. It's not that pilots for the Inner Sphere are bad pilots, it's just that for every test the overwhelming majority of new players are on the IS side. In fact, for the first 4 or so tests, they were ONLY on the IS side. Having even ONE (C) mech on your team dropped that player's impact on the match by as much as 60% if not more.

Clan tech is OP for the public queue. That is true. However, that is not the tech's fault, it's actually quite balanced against IS tech. No, the problem is with the players. The tactic used by almost 99% of all players in the PuG, almost exclusively, is to start with long range poking, and then move into a brawl later on. The problem is that long range poking is what the clans excel at. Leading to the clans winning the early game, and then rolling the IS teams once they are 3-4 mechs ahead. Which is almost impossible to counter. The test matches that my teams won (I was playing IS for a few of them), were ones where we knew what was going on, didn't have anyone suicide because they were a whiny failure, and we used cover to close in on the clans and engage them at short range. Where the IS holds the upper hand.


So yes, clan tech is OP, and P2W against staring-at-the-sun-can't-breathe-without-a-reminder-window-licking-players. I absolutely agree. It's taken months for most of us to get enough of our IS players (the ones not on the forums) to understand that IS wins at close range and hit and run, and that they should stop being delusional about beating a clan mech at range. We still have a MASSIVE chunk of the IS player base that still doesn't comprehend that.

Clan tech isn't OP. Clan tech seems OP because the tactic used in the PuG queue lends itself wholly to it. The tactics prevalent in the PuG queue make clan tech seem OP. That's not the tech's fault, that's the players' fault.

Before you go on another rant accusing me of being a test tube baby, don't. I'm an IS player, and will be an IS player during CW.

As for the engines. Clan engines should stay as is. What needs to happen is adding the penalties when a clan mech loses a side torso, since the engine suffers near-critical damage. Those penalties being: Increased heat, and reduced heat threshold, reduced movement speed, and reduced torso and arm movement speed.

Your example of the Nova build is inherently flawed since you didn't factor in burn times, heat, or cycle times.
Yes those 19 DHS on the Nova, aren't cooling it better than the 18 on the Hunchie. The 5 JJs are almost wasted tonnage right now with how JJs work (not helpful with heat either btw).

Shredhead made most of these arguments (much better in many cases) a while ago. Here's an excerpt of our back and forth if you want this to become a debate, should help move this along faster, since we'll all be on the same page:

Spoiler




He's (IS) I won't hold that against him because he is will to take responsibility for his own actions. This is the type of pilot that should be feared by the clan pilots. He understands his strengths and our weaknesses, he will do well on the battlefield.

http://mwomercs.com/...85#entry3759585

As you can see this is the only (IS) that has earned my respect..salute.. die well my friend

#212 IraqiWalker

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Posted 25 September 2014 - 10:15 AM

View Postmongo2006, on 25 September 2014 - 10:03 AM, said:



He's (IS) I won't hold that against him because he is will to take responsibility for his own actions. This is the type of pilot that should be feared by the clan pilots. He understands his strengths and our weaknesses, he will do well on the battlefield.

http://mwomercs.com/...85#entry3759585

As you can see this is the only (IS) that has earned my respect..salute.. die well my friend


Die well? No my friend, them green chickens, red dogs, and spider bears are gonna die well. With an AC 20 right into their CTs, and cockpits. We didn't go through 4 succession wars, several re-enactments of WWII on steroids, just to die well against some designer babies with a spirit animal thing.

Kill well.

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#213 mongo2006

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Posted 25 September 2014 - 10:20 AM

View PostIraqiWalker, on 25 September 2014 - 10:15 AM, said:


Die well? No my friend, them green chickens, red dogs, and spider bears are gonna die well. With an AC 20 right into their CTs, and cockpits. We didn't go through 4 succession wars, several re-enactments of WWII on steroids, just to die well against some designer babies with a spirit animal thing.

Kill well.


We'll see, I fry chicken very well. But for some reason I'm thinking, if I do see you in a fight, I'll be going the other way.

#214 Kin3ticX

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Posted 25 September 2014 - 10:37 AM

View PostDaneiel, on 25 September 2014 - 09:45 AM, said:

Are you sure ???? What about the clan lights - i don't care for the heavies or the assaults - and Adder is stuck with 210 xl if the player loose its ST he will go even slower , but the super hero firestarter can use the same engine that he own already for his raven without any additional cost , on how many mechs you can use the same engine without any additional cost ???? - See my point you complaining about the clans , but you totally ignore IS benefits in the game .You call for the lore rules , but only for the clan mechs , when i ask you the lore rules to be added for the IS too , you backed off and saying that i am insane - for me your acting very hypocritical in that case - call for enforcing all of the lore rules or non that is .


The Clans as a whole are overpowered. Yet not every Clan-mech would be considered Tier-1 competitive. The Nova doesn't have the best hitboxes and knuckle drags pretty bad + limited pod space + 5 hardlocked JJs + no endo/ferro. Still, it would probably be considered the best 50 tonner just because you can put clantech on it.

Bottom line:

12 Clan 'Mechs generate higher aggregate force multipliers than 12 Inner Sphere 'Mechs. Proof in the pudding is the stats PGI has been releasing. ~90% down to ~73%. (which is still a crazy huge advantage)

Russ has said they are going in and ranking all mechs tier 1-5 and lower tier mechs will get better quirks. I am sure the Kitfox/Puma will get something but they were always meant to be heavily armed light mechs before speed. That will never change.

I seem to do alright with a Kitfox but it doesn't do the same job as a Jenner nor do I expect it to.

Edited by Kin3ticX, 25 September 2014 - 10:41 AM.


#215 IraqiWalker

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Posted 25 September 2014 - 11:15 AM

View PostKin3ticX, on 25 September 2014 - 10:37 AM, said:


The Clans as a whole are overpowered. Yet not every Clan-mech would be considered Tier-1 competitive. The Nova doesn't have the best hitboxes and knuckle drags pretty bad + limited pod space + 5 hardlocked JJs + no endo/ferro. Still, it would probably be considered the best 50 tonner just because you can put clantech on it.

Bottom line:

12 Clan 'Mechs generate higher aggregate force multipliers than 12 Inner Sphere 'Mechs. Proof in the pudding is the stats PGI has been releasing. ~90% down to ~73%. (which is still a crazy huge advantage)

Russ has said they are going in and ranking all mechs tier 1-5 and lower tier mechs will get better quirks. I am sure the Kitfox/Puma will get something but they were always meant to be heavily armed light mechs before speed. That will never change.

I seem to do alright with a Kitfox but it doesn't do the same job as a Jenner nor do I expect it to.


I don't put much stock into the tests PGI has been doing, but I think that clan tech needs some tweaking. No big nerfs or anything.

In all honesty, the quirk system introduced a great way to start balancing each chassis on it's own. Which would help deal with the fact that out of all the clan mechs, only 1 (T-wolf, I honestly see no problems with the DWF) seems to cause some problems. Just tweaking it's own pods around a bit can help mitigate a lot of the whine storms out here.

Most of the clan mechs feel fine to me. The SCR is one of the stronger Mediums (possibly the strongest non-JJ medium), but it's still a medium mech, with medium mech problems. Gets legged too easily, has wonky hitboxes, and should always be a second line mech.

The Nova practically balances itself out inherently, and the last round of heat nerfs have put it somewhere between Locust, and Dragon territory.

The Summoner, Kitfox, and Adder are all fine, and may in fact need some help.

The Warhawk is performing the way it should. Yes, it's not the bestest, and may fall short sometimes when compared to the DWF, but that doesn't mean it's bad, or a in a bad place.

I can't speak for the Wave II mechs, but they seem like a balanced bunch. I expect some issues might arise from the loki, being the first heavy with ECM, and all, but none of the others stand out as game breakers. The Koshi (Mist Lynx) is looking to be the disappointing one of the bunch. Light mech that moves fast, but still slower than most mediums, and even though it has ECM, it should still be handled like a Kitfox, worse yet, it has no torso hardpoints at all. It's literally disarmed by having it's arms removed (24 HP max, with full armor on the arm, even a Locust is a genuine threat to these guys).

The Fenris (Ice Ferret) is looking like a good medium, and I expect it to be a good fast striker. High speed will help it a lot. The problem for it is the same for the Koshi. Arm weapons mainly. Meaning you can't use shield arms effectively, since all your guns are there (only 2 CT pods, and 1 ST pod have hardpoints on them)

The Man O'War (Gargoyle) is going to be the clans' version of the Awesome. Moves really fast, and is energy heavy. It can have a very wide range with loadouts, but in all honesty it seems better suited for the energy+SRM heavy brawls the Awesome can pull off. With it's high speed it can't spare much tonnage/slots for big ballistics.

The Vulture (Mad Dog) is a nice heavy, but it's a glorified Catapult, with a stalker-like hitbox for the STs. Very mobile, will be running a lot of splat configs (6xSRM6s), and decent ballistics and energy loadouts (gonna be definitely heavy on energy).

As stated earlier, of all the bunch, the Loki seems like the only possible problem mech, mainly due to ECM. Then again, it's expected to have either summoner-like hitboxes, or Dragon-like hitboxes. The CT is gonna protrude forward a bit, but I honestly hope it won't be like the Dragon CT.

Edited by IraqiWalker, 25 September 2014 - 11:20 AM.


#216 n r g

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Posted 25 September 2014 - 11:18 AM

View Poststjobe, on 20 September 2014 - 10:49 AM, said:

So how do you explain the latest round of IS vs Clan testing then? You know, the one in which Clans still won 73% of matches?


play skill. better players want tend to spend more money, correlation does not equal causation.

so the better players buy clan mechs. they would still **** you with IS mechs.

stay away from my kill peasant.

#217 Kin3ticX

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Posted 25 September 2014 - 11:57 AM

View PostIraqiWalker, on 25 September 2014 - 11:15 AM, said:


I don't put much stock into the tests PGI has been doing, but I think that clan tech needs some tweaking. No big nerfs or anything.


268 drops is a pretty good sample size. That means clan won 196 and IS won 72. Gee, community warfare is gonna be a ****'n blast. Put any stock in that?

#218 Mcgral18

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Posted 25 September 2014 - 12:08 PM

View PostKin3ticX, on 25 September 2014 - 11:57 AM, said:


268 drops is a pretty good sample size. That means clan won 196 and IS won 72. Gee, community warfare is gonna be a ****'n blast. Put any stock in that?


Organized 12 man attacking a potentially not organized group of 12 comprised of smaller groups? I think the 12 man will win no matter IS or Clan.

Organized 12 VS 12? Depends on who focuses better.

I wonder what sort of advantage the defenders will have.

#219 Kin3ticX

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Posted 25 September 2014 - 12:09 PM

View PostE N E R G Y, on 25 September 2014 - 11:18 AM, said:


play skill. better players want tend to spend more money, correlation does not equal causation.

so the better players buy clan mechs. they would still **** you with IS mechs.

stay away from my kill peasant.


I dunno man, I have seen some really bad builds stomping around in premium Clan mechs too, particularly in TBs and DWs. However, I do agree that many of the crem le crem players have been pretty Clan exclusive since invasion. With that said, PGI has stated that the ELO delta in the solo queue is the best they have.

#220 Kin3ticX

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Posted 25 September 2014 - 12:16 PM

View PostMcgral18, on 25 September 2014 - 12:08 PM, said:


Organized 12 man attacking a potentially not organized group of 12 comprised of smaller groups? I think the 12 man will win no matter IS or Clan.

Organized 12 VS 12? Depends on who focuses better.

I wonder what sort of advantage the defenders will have.


The last test was done in the solo queue.





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