Clan Vs. Is Balancing Idea
#1
Posted 13 December 2014 - 10:54 AM
The numbers don't quite line up (60 vs 50 to 60:48) but it's pretty close. Perhaps there could be a little limitation on tonnage, so rather than just giving a flat additional 60 tons they get an extra 40 tons, so it'd be 280 tons to 240 tons for instance.
#2
Posted 13 December 2014 - 10:55 AM
#3
Posted 13 December 2014 - 10:58 AM
Edited by Walluh, 13 December 2014 - 10:59 AM.
#4
Posted 13 December 2014 - 11:08 AM
ShadowbaneX, on 13 December 2014 - 10:54 AM, said:
The numbers don't quite line up (60 vs 50 to 60:48) but it's pretty close. Perhaps there could be a little limitation on tonnage, so rather than just giving a flat additional 60 tons they get an extra 40 tons, so it'd be 280 tons to 240 tons for instance.
This would be conceding that the Clans are inherently stronger than IS, which would mean that standard 12v12 drops are therefore necessarily biased towards Clan mechs.
#5
Posted 13 December 2014 - 11:20 AM
What I find works best is to group up and mob them, get into brawling range. Clan mechs usually run hotter than IS mechs so they can't keep up the same rate of sustained fire. Try to take off their arms and side torsos, that's where they tend to have most of their firepower.
#6
Posted 13 December 2014 - 11:48 AM
IS Have quirks, better overall PPFLD. The Clan vs IS balance is more geared towards the gamemode being very damn hard to attack and win. Its nothing to do with the mechs.
#7
Posted 13 December 2014 - 11:49 AM
Yeah, it would sorta screw 12 vs. 12 a bit, but let's be honest, Mech Deathmatch was just something to do while waiting for CW.
#9
Posted 13 December 2014 - 11:53 AM
But, its not the end of the world, i still enjoying the game Though never going to like current high alpha meta...Had enough of this boring gameplay style many years ago in world of tanks.. Sick of it. But nevermind, offtopic..
P.S. IS range disadvantage is a pain, yeah. But good balance is when things are different, but have same overall effectiveness. Like Starcraft. When things are clones, its boring.
Edited by Sigmar Sich, 13 December 2014 - 11:56 AM.
#10
Posted 13 December 2014 - 11:58 AM
Vassago Rain, on 13 December 2014 - 11:51 AM, said:
It's not. Try fighting clans when they get to be the defenders.
If they're unbalanced in that instance then the best way to fix it would be with map tweaks, rather than changing the mechs/weapons themselves which impacts the whole game though
disclaimer; I don't own a single clan mech
#11
Posted 13 December 2014 - 12:06 PM
Sigmar Sich, on 13 December 2014 - 11:53 AM, said:
But, its not the end of the world, i still enjoying the game Though never going to like current high alpha meta...Had enough of this boring gameplay style many years ago in world of tanks.. Sick of it. But nevermind, offtopic..
P.S. IS range disadvantage is a pain, yeah. But good balance is when things are different, but have same overall effectiveness. Like Starcraft. When things are clones, its boring.
You know how they could limit the high meta? ITs stupid, like most other mechanics, but they could place fire limits on weapons so that we cannot fire any combination of weapons that equals more then 20dmg...how that would work, idk....sounds like alot of coding work though....
#12
Posted 13 December 2014 - 12:10 PM
At any rate, it's fine for now. There will be a reset when things are ready to rock and roll (i'm assuming). This is more about bug hunting and teaching people CW. Actual balancing should occur after we get these things done.
I should add that battlefield success is not an indication of who is superior as player counts can affect that. If we have 80% IS pilots, of couse that will skewer things.
Edited by Wine O, 13 December 2014 - 12:15 PM.
#13
Posted 13 December 2014 - 12:10 PM
superteds, on 13 December 2014 - 11:58 AM, said:
If they're unbalanced in that instance then the best way to fix it would be with map tweaks, rather than changing the mechs/weapons themselves which impacts the whole game though
disclaimer; I don't own a single clan mech
Sticking clans on defenders basically forces them to all play 'correctly' due to the ranges involved and the natural chokepoints. Attacking gives you more freedom, thus more ways for people to screw it up.
Under ideal play, clan advantages can always be taken much like in normal play, which is why some of them are OP.
#14
Posted 13 December 2014 - 12:14 PM
#15
Posted 13 December 2014 - 12:23 PM
Again, this wouldn't good for normal game play, but truth be told, I rather like the idea of a drop dec and wouldn't mind seeing it implimented in normal game play. Same gameplay conditions for conquest, assault & skirmish, only you get 4 or 5 mechs to play with instead of just one.
#16
Posted 13 December 2014 - 12:25 PM
ERML is a bit too good I think. Same with Clan Gauss.
#17
Posted 13 December 2014 - 12:38 PM
Khobai, on 13 December 2014 - 12:25 PM, said:
ERML is a bit too good I think. Same with Clan Gauss.
That 60% was that clans were winning roughly 60% of the time when the clans higher average ELO dictated that they would be winning slightly more than 60% of the time. What it meant was that the clans were equivalent or weaker than the IS was at the time, not better (since the expected outcome given player skill had the clans winning more than they actually did).
That is, assuming ELO is even remotely accurate.
I think the problem with clans being too good on defense is just the problem of anyone being too good on defense. I've yet to win a game when I was the attacker either. Seems like you need organization to attack but don't need it to defend.
#18
Posted 13 December 2014 - 12:38 PM
LordKnightFandragon, on 13 December 2014 - 11:48 AM, said:
IS Have quirks, better overall PPFLD. The Clan vs IS balance is more geared towards the gamemode being very damn hard to attack and win. Its nothing to do with the mechs.
If anything, the Innersphere is the one that's OP right now. Considering that all of the drops I partook in resulted in miserable defeat of the clans. If the IS is losing worlds to the Clans, it is because the players defending them are gravely deficient in their skill, which, considering all nerfs against clan tech, and all of the buffs for I.S. tech is about what it would take to beat the I.S. in CW. A reasonably well-organized I.S. group cannot be conquered when they're playing the part of defenders, especially when they are fielding superior LRMs than the Clans (AMS stops fewer IS missiles than Clan missiles due to the missiles being clustered) - specifically on Boreal Vault.
#19
Posted 13 December 2014 - 12:49 PM
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