

IS v Clan are actually not that unbalanced Player can be Clan
#21
Posted 24 December 2011 - 02:15 AM
#22
Posted 24 December 2011 - 02:46 AM
#23
Posted 24 December 2011 - 05:33 AM
#24
Posted 24 December 2011 - 01:55 PM
VoodooLou Kerensky, on 24 December 2011 - 02:15 AM, said:
Just goes to show how badly MW4 got things wrong... 'Mech would be at least 10 tons overweight! And that's considering the EJag is already a walking weapons pod. ES, FF, XL, and not much armor, stock. Where did they get that tonnage from? Is the 'Mech wearing anti-gravity boots?
Edited by CaveMan, 24 December 2011 - 02:01 PM.
#25
Posted 25 December 2011 - 08:32 AM
Eegxeta, on 21 November 2011 - 05:04 PM, said:
I noticed this as I specialize in close quarters combat with mechs. So this is from someone who has first hand experience on this. I also noticed that the key to low heat design is don't use Clan tech.
This is why we can have players be Clan because it all comes down to range. The Clans were planing on coming back and most likely didn't build large sprawling cities so they wouldn't have ever trained in that environment. The Inner Sphere is full of populated worlds with cities and most fighting was done to get cities because they give tactical advantage. That is a good explanation on the reason for the differences.
I have made some replies to this type of thread, so I offer my posts here in a link. For those who want to look at them. You will see that there is a little bit of redundency developeing here.
http://mwomercs.com/...h/page__st__160
http://mwomercs.com/...de/page__st__20
#26
Posted 25 December 2011 - 08:48 AM
Eegxeta, on 26 November 2011 - 07:54 AM, said:
In MW4 I have found that the damage is the only advantage of the Clan ERPPC but when you add the massive heat the weapon generates that is its downside add it is a downside I could never afford to have.
True but who would use LRM at short range the SRM deals more damage at less weight and you don't need to spend time locking on.
I used IS tech to make my short range brawler mech it only ever needed about 4 weapons, it had plenty of armor, it was also fast it had a max speed of about 100 mph and most important I was extremely heat efficient and used no heat sinks what so ever. It was powerful I was destroying mech left and right. Makes me wish MW4 still worked on my computer. It stinks how in just stopped working after one update.
Malavai Fletcher, on 26 November 2011 - 11:02 AM, said:
One thing I would like to add, and you may not agree with me. Remember that MW4 was NOT a good simulation of Battletech, nor was in intended to be. I used the name and the look of mechs, but it was in no way a good representation on ANY Battletech game I ever played. There is no Placement limits on Mechs like in MW4 and of course Heat Sinks USED crits, not just tonage when added. And as far as the weapons, none of the LRMs or PPCs used had the proper ranges or damages that were correct in any battletech criteria.
As far as the X-Pulse, and RAC's etc... there were none of those in the Clasic 3048 era at all. And those that were, were introduced much later in the game, as FASA was selling rights to Wiz Kids anyways, and those were introduced to facilitate the Wiz Kids timelines, NOT FASA's.
I remeber one time being able to actually talk to a MS programmer in charge of the game itself, and although I argued about the Battletech mecanics with him, he even said that the simulation of Battletech was NOT the point of MW4 at all, and the game only used the term Battletech in name only. So, please keep this in mind. Im not sure if MWO is going to be a re release of MW4 type games, but if its truely a FASA re release, you may want to make sure when mechanics are going to be added.
Anyways, this is just a FYI, See you all on the battlefield:)
Edited by Adian HDragon Vordermark, 25 December 2011 - 08:51 AM.
#27
Posted 25 December 2011 - 09:05 AM
#28
Posted 25 December 2011 - 09:13 AM
#29
Posted 25 December 2011 - 09:40 AM
And, for the record, the clan guns/mechs are superior in every conceivable way to the equivalent IS stuff. The ONLY reason the IS was able to compete w/ the clans is because they took advantage of clan cultural rigidity.
I understand what the OP is saying about range and how some (but not as much as you think) of the clan technological advantage can be mitigated by fighting at close range, but its just simply not an accurate way to describe IS vs Clan. Let me say it again: the clan tech is superior in EVERY way to IS stuff. So why would their superiority disappear at close range? It doesnt.
The IS was able to fight the clans by upgrading their mechs and exploiting the clan fluff, ie zellbrigen and clan honor. Thats how the clan balances vs IS. How are they gonna enable these things? If they are gonna set the game in 3050era clan invasion, then zellbrigen and clan honor system needs to be enacted. There is no way to balance Clan vs IS tech, because it is not, by its very nature and intention, balanced. The balancing is in the rules of engagement.
#30
Posted 25 December 2011 - 09:47 AM
captain kickass, on 25 December 2011 - 09:05 AM, said:
Agreed. MW4 is an awful example to cite. Every time I died in that game I felt like I should be putting another 50 cents into my computer to keep playing.
Clan tech isn't SUPPOSED to be balanced. That's the point. It's 300 years ahead of the Inner Sphere. At the start of the invasion the only way for the IS to have an advantage was overwhelming numbers and 'dishonorable' combat. A clan mech should be worth, in combat, at LEAST two IS mechs of the same weight class.
Microsoft balanced Clan tech by making it awful.
#31
Posted 25 December 2011 - 10:54 AM
HOWEVER!! the IS did have a uper hand in close quarter fights, but not by much. This was do to the fact that the Clans were not use to urben warfare where as the IS was, and it was in these fights where Clans really took heavy loses. So you are about half right.
Another advantage IS had over Clans was in the way of tactics. IS warfare was very flexable where Clan was not. Basic clan tactic was to directly attack their enemy head on and then break up the enemy lines into more 1 on 1 fighting which clans normally win against the IS, but the IS figured this out quickly and adopted a wing man tactic, this way it was a 2 on 1. Not to mention IS would use information warfare as well, and use misinformation on the Clans to disrupt them as much as possible, would also set up ambushes, which were very affective, because, once again, Clans were not use to that kind of fighting. Even later on in the story line Clans continued to have a difficult time in dealing with these IS tactics even though they have been fighting with them for so long. Clan never really used IS tactics because it is seen as dishonerable. But like Dunken Fisher says, "when you win, you can debate morality later." Also, Clan had a hard time exicuting IS ambush and information warfare, not saying they can't, its just not as smooth or as succesfull as when IS does it.
I agree, the original MW4 Merc was rather meh, but when Mektek got their hands on it and came out with updates and all that goodness I found MW4 Merc was a good mix of BT and MW and by my persenal opinion better then MW2 and 3.
#32
Posted 25 December 2011 - 11:18 AM
captain kickass, on 25 December 2011 - 09:05 AM, said:
Coralld, on 25 December 2011 - 10:54 AM, said:
HOWEVER!! the IS did have a uper hand in close quarter fights, but not by much. This was do to the fact that the Clans were not use to urben warfare where as the IS was, and it was in these fights where Clans really took heavy loses. So you are about half right.
Another advantage IS had over Clans was in the way of tactics. IS warfare was very flexable where Clan was not. Basic clan tactic was to directly attack their enemy head on and then break up the enemy lines into more 1 on 1 fighting which clans normally win against the IS, but the IS figured this out quickly and adopted a wing man tactic, this way it was a 2 on 1. Not to mention IS would use information warfare as well, and use misinformation on the Clans to disrupt them as much as possible, would also set up ambushes, which were very affective, because, once again, Clans were not use to that kind of fighting. Even later on in the story line Clans continued to have a difficult time in dealing with these IS tactics even though they have been fighting with them for so long. Clan never really used IS tactics because it is seen as dishonerable. But like Dunken Fisher says, "when you win, you can debate morality later." Also, Clan had a hard time exicuting IS ambush and information warfare, not saying they can't, its just not as smooth or as succesfull as when IS does it.
I agree, the original MW4 Merc was rather meh, but when Mektek got their hands on it and came out with updates and all that goodness I found MW4 Merc was a good mix of BT and MW and by my persenal opinion better then MW2 and 3.
might be slightly off the topic but...
What these guys said. aside from the tech, I feel the clans wouldn't hold much of advantage at all if clan players followed clan tactics. not that expect a clan player to do so. I know I wouldn't.
While i feel mw:o could have mechanics to reward a clan player to using clanner tactics, in the end player play to win and if clanners can't win with clanner tactics then they will fight like everyone else. I'm not saying this is wrong, yet it plays a significate role in how the IS held back the invasion.
-ss
#33
Posted 25 December 2011 - 12:36 PM
Ill go step by step.
Range: Having X hexes more Range makes Sense in a Boardgame. How much distance a Hex might represent in MWIO is up to debate and can be adjusted. So having X amount of Range advantage might translate into 100 or 200 Meters. That still enough for First Strike ability but its easy to bridge that gap in a mobile battle. So having Clan ranges be a bit more but not to the extent of the boardgames Clan ER weapons compared to the IS versions.
And maybe the additional Range comes at a price: It could be damage dropoff, maybe accuracy suffers. Mabe the Targeting Systems need longer to track the target at extreme Ranges. Or maybe damage is spread all over the target.
Damage: Damage potential on the open filed translates to damage vs rate of fire. So Clantech can have longer recycle times, or a short delay before recycle begins. or something of that sort. So basicly the lighter Clan weapons could have longer recycle times. And there is still the option off reduced accuracy through recoil forces or lighter/weaker actuater/myomer used to move the weapons. And firing long range Weapons at short ranges might cause the Hud to flicker or some risk of damage to the weapons. So they might not have a minimum Range but a risk of the weapons doing something unwanted to your mech/systems.
And the ammount of damage a weapon does still could be adjusted if proven to be to big of a balance issue.
Heat: So in CBT clan Double Heatsinks are just as good as IS DoubleHeatsinks but the Clan version takes less Space. Since we dont know jet how much customisation is possible its not much to worry about yet. If we cant change the ammount of heatsinks the ammount of heat a mech dissapates can just be set and we assume the heatsinks to be fixed. So any mech could have the heatdissapation it needs to be balanced for gameplay use. So we might never get to see how many sinks arei nstalled and dont have to care about their size, techlevel or whatever.
If we do get to change the heatsinks on mechs , then there are other ways to balance them. Make Clan DHS a little less effective. Let them act as 1.5 standart Heatsinks, or give them some delay before cooling down the mech. Something along those lines.
Or let them have a distinct disadvantage when it comes to detection. Maybe they lead to a stronger IR-siganture of the target, or their electronics are less well shielded so you can detect a unit carrying them easier. Same could be done with high powered energyweapons. In a sense - you want to be stealthy? then stay away from clantech.
There are many ways to tone clan weps down enough to have a balanced game. And the mentioned ones are by far not the only options.
IS weapons might be beter suited to work in conjunction with other types of weapons. So maybe lasers and PPCs of IS tech might be set to hit the same spot or part of the mech, while clan mechs might not have this feature, so they are forced to use weapongroup after weapon group th achieve accuracy, thus limiting rate of fire and thereby damagepotential, and alphaboating might be less of a problem.
And we dont know yet how much skills influence the effectiveness of weapons. So the IS might have some stuff that might level the playing field, maybe their skills revolve abround teamwork while clanskills make teamwork harder to to. Might be not a good example but ane skill could be called "warrior class arrogance" -if you skill up your accurycy is better and maybe reaction times are lower but you tend to ignore whats on the radar of your teammates or you have problems to target an enemy that is already targeted by a teammate of yours. so that combining fire is harder for clanners. That would fit their duel style way of doing battle quite good imho.
And then theres economics. How long does a weapon lasts in the field, how expensive is it to buy and maintain. How easy is it to get a replacement. Can i just swap in another weapon of a different type on my mech or has it to be the same type wich might be hard to get once destroyed-shall i risk to field that weapon?
Do i have to finetune the weapons for battle and if yes is it just a mouseclick or a timeconsuming thing to do. If i dont adjust the weapons for the climate on this planet may it fail after a few shots, or is it more easily damaged than the good old standart IS equivalent. Is this planets atmosphere dense enough to distort energyweapons or will i get a lock with my sensor settings i preset before launch?
Is there a standart setting that might give average performance everywhere, or a safe mode where my expensive clan weapons are just as reliable as IS weapons but are only slightly better? Do i have to skill up to get the full potential out of my weapons and if so might something else suffer from me doing so?
risk vs return so to speak.
Im not a gamedesigner but there are dozens of ways to level the playing field to a degree where the IS can compete on mostly equal terms if done right.
I think the clan tech should be some nothes better than IS tech individualy, but the teamwork stuff should be in the hands of the IS. So a clan mech still is more of a threat than a similar sized IS mech, but only to a degee where skills and tactics can still beat the clanner .
Superior yes, but maybe 10 to 15 percent and only when it comes to tech in a one vs one situation.
As i said, there a many ways to do it right and only playtesting will show what realy works and what needs tweaking. Its not much use to argue too much about clan vs IS yet. I like the clans and some of their mechs are in my top ten list of mechs. Id love to get my hands on a warhammer IIC with ATMS and PPCs, but it will have too wait. Im a big Wolfs Dragoon fan and therefore a do like clans and IS alike. For me at the end its the fun that counts for me the most. Having a clanmech mean steamrolling all IS opposition without effort wouldnt be fun for me, and being beaten by an equally skilled opponent just because he has a clanmech wouldnt be fun for me either.
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