

#5061
Posted 08 September 2013 - 11:57 AM
#5062
Posted 08 September 2013 - 02:48 PM
Jack Gallows, on 08 September 2013 - 11:57 AM, said:
Which in turn raises the question of what happens when they run out of Clan 'Mechs - there are probably less than 100 Clan chassis in all of BT (see here, here, here, here, here, here, here, and here), and not all of those 1.) are ever seen in the IS, 2.) are extant at the time of the Clan Invasion, and/or 3.) have enough variants/configurations to work in MWO's XP system.

From the lists on Sarna, it would seem that the Clans were more focused on variation within a chassis (particularly with regard to the OmniMechs and their myriad configurations), and had relatively little focus on variety across chassis.
Unless the Clans' XP earning system is substantially different from that of the IS and/or PGI is more willing to ignore when in the timeline certain Clan chassis or variants/configurations came into being (or went extinct), there would be a lot of Clan 'Mechs that simply wouldn't fit into MWO's mechanics...
#5063
Posted 08 September 2013 - 05:49 PM
I think they'll be a bit generous with "extinct" 'mechs for both the IS and Clans down the road once they start scraping the bottom of barrel. Also, I believe that'll help drive the push to move the timeline forward when they've come to a point they've run out of available chassis to release.
I think it's safe to assume we all know the first batches of Clan machinery, it only make sense to focus on the initial invading OmniMechs especially as a Clan Founder style pack. My bets are Dire Wolf, Timber Wolf, Nova, and the Kit Fox for the initial four announcement Clan 'mechs. I do however believe that they'll start adding more to the roster before Clans are launched in earnest, but those four will generate a ton of monetary gain for PGI and help get a lot of the Clanner(d)s focused in.
Hell, the Timber Wolf announcement alone is going to cause the forums to melt down for days on end.
To touch on the idea that we won't see a new announcement until next April, I think that how Hero 'mechs work must be considered. PGI makes good money off the Hero 'mechs, they specifically designed the delayed deployment of the standard variants in order to boost sales (which I find abhorrent, personally,) due to preying on individuals who can't wait. After the Phoenix Pack closes (which I expect won't be till after Christmas or near it,) you'll have a gap in Hero 'mechs. The Phoenix pack heroes don't work like normal so that might be a barrier for purchase as some may want JUST the Hero mech versions instead of the whole 80 bucks.
They've been releasing a Hero 'mech every month with every 'mech announcement and I don't think they're going to stop now. There would be too much of a dry spell between now and April so I expect to see some new 'mech announcements as early as November/December.
#5064
Posted 08 September 2013 - 05:58 PM
#5065
Posted 08 September 2013 - 06:08 PM
FireSlade, on 08 September 2013 - 05:58 PM, said:
Being able to select a Faction does absolutely diddly squat, unfortunately. With no CW in sight it's likely to stay that way for a while.
The sad part is that they'll probably cram more stuff in the Clan Founders pack, the Project Phoenix one is a WAY better value then the Founder's pack was and they've pretty much abandoned most of the Founders anyway.
#5066
Posted 08 September 2013 - 06:31 PM
Jack Gallows, on 08 September 2013 - 06:08 PM, said:
Being able to select a Faction does absolutely diddly squat, unfortunately. With no CW in sight it's likely to stay that way for a while.
The sad part is that they'll probably cram more stuff in the Clan Founders pack, the Project Phoenix one is a WAY better value then the Founder's pack was and they've pretty much abandoned most of the Founders anyway.
True, but it is nice to run the colors of your faction instead of having to pick lonewolf. Otherwise why did you pick the Davion faction before they delivered CW. I have noticed that the Project Phoenix got more for the buck than the founders package did but I do not believe that they are ignoring the founders any more than they did back when MWO started. And you may be right about the Clan founders getting more for less but to be honest they would not need it to generate the funds that they would want from it. People will buy the package just because they would get to play with Clan tech and Omni mechs even if they had no intention of joining clan factions.
#5067
Posted 09 September 2013 - 03:03 AM
FireSlade, on 08 September 2013 - 06:31 PM, said:
True, but it is nice to run the colors of your faction instead of having to pick lonewolf. Otherwise why did you pick the Davion faction before they delivered CW. I have noticed that the Project Phoenix got more for the buck than the founders package did but I do not believe that they are ignoring the founders any more than they did back when MWO started. And you may be right about the Clan founders getting more for less but to be honest they would not need it to generate the funds that they would want from it. People will buy the package just because they would get to play with Clan tech and Omni mechs even if they had no intention of joining clan factions.
Little secret, not playing for Davion when CW launches.

And it's true that a lot of people are just going to buy the Clan packs for Clan tech, hell I'd be inclined to do it myself if I ever wanted to give PGI money again. I will concede that it will be nice for those who have a preferred faction to actually pick what they want, but I originally saw it as a way of preserving the idea that we were going on the 1 to 1 time scale PGI originally tried doing.
It'll be interesting to say the least...I foresee the game becoming faster as everyone abandons their IS weaponry for Clan tech. They said they don't want IS 'mechs to become obsolete, but I don't see the mech itself going away...just it's guts.
#5068
Posted 09 September 2013 - 03:59 AM
The only way to balance the Clans is NOT to balance. Come on, you can't balance a Clan UAC/20 or a Clan SSRM6 or a Clan LRM. BUT you can give so many drawbacks* for playing as Clan that in the end IS vs Clan is a fair fight.
*matchmaking is the secret. Less and lighter Clan mechs vs more and heavier IS mechs = that's the only way to do it.
#5069
Posted 09 September 2013 - 04:15 AM
You can't mix all that in a successful model of play, it's going to be a disaster because you're basically just going to have every mech running Clan technology which will be ever so slightly better then IS but not much. Ghost Heat already completely screws soooo many Clan 'mechs as it is (Nova, Warhawk?) and with Clan chassis being able to mount higher engine ranges (which they'll probably nerf bat the hell out of the max engine size for most Clan machines since their net code can't handle it,) it's going to be a Three Ring Circus when we do get Clan stuff. Also, I know that the base omni rules don't allow changing stuff like engines/etc but they might abandon some of those restrictions.
Everything Clan hits harder, which will see a big nerf too. It'll either be you go all in with Clan tech or your gimping a team worse then sitting in a trial 'mech (no offense to those of you who can only use them at the beginning.)
Edit* Also, last NGNG Bryan let the Mad Cat out of the bag and said that the Timber Wolf is done with concept and modeling, so we can expect that in the first wave.
Edited by Jack Gallows, 09 September 2013 - 04:48 AM.
#5070
Posted 09 September 2013 - 05:58 AM
Jack Gallows, on 09 September 2013 - 04:15 AM, said:
Bryan Ekman made that set of statements regarding Clan technology and its implementation in MWO in the first of the three parts of the interview by NGNG, from (approximately) the 36:30 mark to (approximately) the 38:20 mark.

Quote
So, our approach to introducing Clan tech - which includes Double Heat Sinks and lasers and how equipment fits onto 'Mechs and OmniMechs - is we're going to look at it from the context of our game and inspired by what the intent was for Clan tech.
"Here is a superior force, coming back, that's going to lay waste to the Inner Sphere." But, we want to make sure those Inner Sphere players are able to compete, still. But the way the story was written, "it was through the valor of the Inner Sphere and the unification of the Inner Sphere that they were able to defeat the Clans, and overcome that superior tech."
We can't guarantee that our playerbase is going to be able to do that. In fact, it'll probably be the opposite - everybody is going to flock to the best, most efficient piece of content, and therefore invalidate all the other content - and we don't want that to happen. We want to be able to recreate what was described in that lore, but it's going to require us to change the mechanics and the exact BT... let's say, the numbers, to make sure that the players can actually try to achieve what happened in that canon.
- Bryan Ekman on Clan tech in MWO, from NGNG #88 (recorded Sept. 04, 2013)
As it happens, Ekman's statements also echo those made by Randall Bills in the second Dev interview.
Quote
RB: I’ve said many times over the years that if I’d been there the game mechanics of the Clan weaponry would be very different. It’s not just how powerful those weapons are, but that it seemed from the get go to violate the story aesthetics as presented.
Here were these great, in-your-face warriors and yet they had weapons that allowed a player, in game to simply walk backwards and fire at crazy distances to down your enemy. When we introduced the Clan Heavy Lasers years ago those were more along the lines of what I thought the Clans should’ve had all along…really dangerous and powerful weapons, but shortish range, where the Clanner would be in his element, able to take down 3 and 4 enemy BattleMechs in a whirling dervish of expert maneuvering and markmanship.
If what Ekman is talking about is a more-but-not-completely "Billsian" approach for the MWO implementation of the Clans... that could prove to be interesting.

Thoughts?
#5071
Posted 09 September 2013 - 08:32 AM
Jack Gallows, on 08 September 2013 - 10:33 AM, said:
ill next march to include these machines and the next speculated mech has to be very soon.
Sorry but you are dead wrong. The early release for the packages are for those who bought it. For those who didn't you have to wait for the regular release of these mechs:
October - Locust
November - Shadowhawk
December - Thunderbolt
January - Battlemaster
February - Griffin
March - Wolverine
The schedule has also been announced by PGI. This isn't my idea or speculation, its already a fact.
Jack Gallows, on 08 September 2013 - 11:57 AM, said:
They also said a lot of things, and broke them. Do you see two mechs a month now?
#5072
Posted 09 September 2013 - 08:53 AM
I think Bills had a good idea, Heavy Lasers and things like the ATM would have made Clan tech interesting without outright destroying IS tech. Unfortunately it got bungled and IS tech became obsolete mostly.
Btw, moar 'mechs! WTB

#5073
Posted 09 September 2013 - 09:15 AM
P.S. Yes we need the Cyclops A.S.A.P.
#5074
Posted 09 September 2013 - 09:38 AM
#5075
Posted 09 September 2013 - 09:40 AM
Odanan, on 09 September 2013 - 03:59 AM, said:
The only way to balance the Clans is NOT to balance. Come on, you can't balance a Clan UAC/20 or a Clan SSRM6 or a Clan LRM. BUT you can give so many drawbacks* for playing as Clan that in the end IS vs Clan is a fair fight.
*matchmaking is the secret. Less and lighter Clan mechs vs more and heavier IS mechs = that's the only way to do it.
I agree! No clan stuff in IS buckets!
#5076
Posted 09 September 2013 - 09:43 AM
Spheroid, on 09 September 2013 - 09:38 AM, said:
So, what happens to mechs like the Nova and Warhawk that by their very base design, boat?
#5077
Posted 09 September 2013 - 09:43 AM

Edited by The Birdeater, 09 September 2013 - 09:45 AM.
#5078
Posted 09 September 2013 - 09:49 AM
Jack Gallows, on 09 September 2013 - 09:43 AM, said:
So, what happens to mechs like the Nova and Warhawk that by their very base design, boat?
Those are hot mechs in TT as well. Weapons will need to be removed and replaced with heatsinks. That is not a problem as I don't predict Clan mechs will be trial mechs or if the trial mech system will even exist in the future. The Warhawk is no different than the Awesome in that the stock is not very viable in the MWO heat system.
#5079
Posted 09 September 2013 - 10:04 AM
Spheroid, on 09 September 2013 - 09:38 AM, said:
a ULtra AC20 following the current UAC5 mechanism, is not going to be ovepowered HOW? Sure it might jam after one shot. Or it might pound out 7 shots before it jams. BEcause of the heat, it'll be shutdown, but you wont care because you will be dead. They would have to invent a host of new features, like they are doing now with ghost heat, Gauss charge, etc to make it work. (Like giving it severe recoil that gets worse with each shot, forcing ones fire to "walk".
Or they could have simply designed UACs and other weapons correctly in the first place, as an ac that could fire a double tap, at the risk of jamming, but follows the basic cooldown and such of it's parent type in all other respects.
Streak SRM6s? Yeah, unless clan versions magically do less damage, we are talking 2.5 per missile that never misses. And Mechs like the Timberwolf C (i think) mount 4 racks of them.
So the basic Clan Tech IS broken. Bills and Ekman both have flat out said so. The only thing giving me hope is Bryan flatout saying they are looking at essentially re-writing clan tech to give it a more down and dirty, duellist feel, than th elegant SLDF, Unit fire feel of the Star League Lostech
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