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Cw Clan Nerf Idea


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#1 movingtarget

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Posted 01 February 2015 - 06:04 PM

I find the clan mechs tend to dominate the is teams in CW even when it isnt a 12 man stomp team. tonnage wise the clan mechs hit harder, hit farther,take hits better than a is mech and they dont die when you shoot out a side like a xl is mech would.

There are a few ways this could be balanced (feel free to share ideas)
First we could cut Clan lance size to there canon 3 mech star formation the clan team to 2 Stars of 5 mechs giving them 10 , this might nerf the clans to much unless there drop toneage is rased.

Second we can rase is drop tonnage letting is players take a assault mech and still have the space for a heavy or 2 and a light.
Third PDG could add in 2nd line clan mechs like the hunchback 2 and limit the number of 1st line clan mechs they can take on a drop.

A fourth idea is to beef up the defences when the is are defending, Ai controled tanks that the commander can move about with commands (they could simply be mobile turrets that can be moved from premade firing position to premade firing position useing chat commands.Deployable mines and more dougouts would help as well.

Edited by movingtarget, 02 February 2015 - 08:07 AM.


#2 Star Wolves Admin Account

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Posted 01 February 2015 - 06:09 PM

Use more thunderbolts and firestarters and you'll find your odds being evened. ;)

In all seriousness there are a few OP IS mechs you can use that will equalize things.

#3 Davers

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Posted 01 February 2015 - 06:18 PM

View Postmovingtarget, on 01 February 2015 - 06:04 PM, said:

I find the clan mechs tend to dominate the is teams in CW even when it isnt a 12 man stomp team. tonnage wise the clan mechs hit harder, hit farther,take hits better than a is mech and they dont die when you shoot out a side like a xl is mech would.

There are a few ways this could be balanced (feel free to share ideas)
First we could cut Clan lance size to there canon 3 mech star formation this might nerf the clans to much unless there drop toneage is rased.

Second we can rase is drop tonnage letting is players take a assault mech and still have the space for a heavy or 2 and a light.
Third PDG could add in 2nd line clan mechs like the hunchback 2 and limit the number of 1st line clan mechs they can take on a drop.

A fourth idea is to beef up the defences when the is are defending, Ai controled tanks that the commander can move about with commands (they could simply be mobile turrets that can be moved from premade firing position to premade firing position useing chat commands.Deployable mines and more dougouts would help as well.

You do realize the IIC mechs would be so good in MWO people would never run anything else, right?

#4 movingtarget

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Posted 01 February 2015 - 06:22 PM

View PostBlueduck, on 01 February 2015 - 06:09 PM, said:

Use more thunderbolts and firestarters and you'll find your odds being evened. ;)

In all seriousness there are a few OP IS mechs you can use that will equalize things.


I generaly use Jager mechs they tend to do well as long as you dont get called and tagged, one match i did 1928 damage best on my team and 2nd for the entire match the top enemy player got 1936. we lost.

View PostDavers, on 01 February 2015 - 06:18 PM, said:

You do realize the IIC mechs would be so good in MWO people would never run anything else, right?


How would the clans useing nothing but 2nd line mechs be worth than them useing top of the line omni mechs?

Edited by movingtarget, 01 February 2015 - 06:23 PM.


#5 Davers

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Posted 01 February 2015 - 06:26 PM

View Postmovingtarget, on 01 February 2015 - 06:22 PM, said:


I generaly use Jager mechs they tend to do well as long as you dont get called and tagged, one match i did 1928 damage best on my team and 2nd for the entire match the top enemy player got 1936. we lost.



How would the clans useing nothing but 2nd line mechs be worth than them useing top of the line omni mechs?

Combine IS customization with Clan equipment. Same reason why IS mechs with Clan tech is not a good idea.

#6 Star Wolves Admin Account

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Posted 01 February 2015 - 06:31 PM

"I generaly use Jager mechs they tend to do well as long as you dont get called and tagged, one match i did 1928 damage best on my team and 2nd for the entire match the top enemy player got 1936. we lost."

I've done around 3000 with 15+ kills before and still lost. Its all about coms and coordination and in this regard the IS actually has more tactical options than clan currently.

#7 dervishx5

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Posted 01 February 2015 - 07:10 PM

View PostBlueduck, on 01 February 2015 - 06:31 PM, said:

"I generaly use Jager mechs they tend to do well as long as you dont get called and tagged, one match i did 1928 damage best on my team and 2nd for the entire match the top enemy player got 1936. we lost."

I've done around 3000 with 15+ kills before and still lost. Its all about coms and coordination and in this regard the IS actually has more tactical options than clan currently.


I did over 9000 damage once.

#8 Star Wolves Admin Account

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Posted 01 February 2015 - 07:22 PM

You win the prize

#9 JadeTimberwolf

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Posted 01 February 2015 - 07:24 PM

View Postmovingtarget, on 01 February 2015 - 06:04 PM, said:

First we could cut Clan lance size to there canon 3 mech star formation this might nerf the clans to much unless there drop toneage is rased.


Posted Image


Obviously you don't know what a Star is. A Star is 5 Points each point being made up of one of the following 5 Infantry squads, 5 Elementals, 2 Aerospace Fighters, or 1 Mech. Standard drop units in smaller operations such as what we are seeing in CW are Trinary which is 3 Stars and following Clan Honor rules only 12 Clan Mechs would engage the enemy Company unless all 15 were shot at.

As to your thoughts that Clan Tech is OP, I am here to suggest that you are wrong as Clan Tech is no more powerful than what it is intended to be, in fact the only tech that is OP from what I can tell is AMS and ECM and I am referring to both Clan and IS versions, this belief is due to AMS stopping more missiles than they do in TT rules and Guardian and Clan ECMs functioning like Angel ECM.

#10 Malcolm Vordermark

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Posted 01 February 2015 - 07:26 PM

View Postmovingtarget, on 01 February 2015 - 06:04 PM, said:

First we could cut Clan lance size to there canon 3 mech star formation this might nerf the clans to much unless there drop toneage is rased.


The Clan equivalent to a lance is a star, which is made up of 5 'mechs.

View Postmovingtarget, on 01 February 2015 - 06:04 PM, said:

Third PDG could add in 2nd line clan mechs like the hunchback 2 and limit the number of 1st line clan mechs they can take on a drop.


This could do the exact opposite of what you want if they are treated like normal battlemechs.

#11 Kinski Orlawisch

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Posted 01 February 2015 - 10:29 PM

Posted Image
Denke dem ist nichts dazuzufügen. Vs eine leere Basis sind Clans max 3:30...IS schaffts gegen Gegner in 2:14....Gratz an die IS.

Edited by Marc von der Heide, 01 February 2015 - 10:29 PM.


#12 Mystere

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Posted 01 February 2015 - 11:18 PM

I see that the decades-long anti-Clan Crusade is still very much alive.

Posted Image

Edited by Mystere, 01 February 2015 - 11:19 PM.


#13 Das Grab

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Posted 01 February 2015 - 11:49 PM

if PGI was going by the book, then some mechs wouldnt be in the game until after 3050. Clan stuff on inner sphere mechs. PGI wouldnt do that at all. bring clan mechs down to 2 star vs 3 lances. PGI wouldnt do that. cause they play clan mechs. nerf a clan mech not on the cards. PGI would even think of that. the clan invasion only lasts for three years

Quote

The Clan Invasion (known to the Clans as Operation Revival) refers to the massive Clan invasion of the Inner Sphere, commencing with the arrival of Clans Jade Falcon, Wolf, Ghost Bear, and Smoke Jaguar in the near, coreward Periphery (The Rift and The Draconian Drift) in August, 3049. The Clan Invasion would continue for two and a half years, and increase in scope to include three more Invading Clans, but would end with the Battle of Tukayyid in June, 3052.
from http://www.sarna.net

that is if the great PGI is going that way. let a lone having mechs just for clans, but nerfing them. that would be a big no no. They will nerf an IS mech before looking at the clan mechs. So their first mech to for the nerfing is the thunderbolt 9s, then the firestarter. cuase the clanners say they need too.


Quote

As you may know, the Clan ER-PPC does 15 damage compared to the IS PPC doing 10.
from http://mwomercs.com/...-weapon-update/

LRM

Quote

Clan LRMs will have ramping damage in the 0-180 meter range. we will have the same minimum range as the Inner Sphere LRMs of 180 meters
from the same one.

So lets see. Clan weapons do more damage at a closer range and from far away. so if ER PPCs are fired at 810m they have 100% damage (15- C, 10- IS), at 1500 about 10% damage (1.5 - C, 1 - IS). who has the bonus now.
Lets look at LRM, 1000m full damage. 180m full damage. under 180 (IS no damage. C has a sliding damage).

one thunderbolt 3 ERPPC, firestarter with small plasers vs two maddogs. who wins?????
nerfing the clans wouldnt do a thing. the only thing is you wouldnt see stormcrows, mad dog, timber wolf, on the clans first push, with them defending with direwolf and mad dogs, timber wolf.

#14 Das Grab

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Posted 02 February 2015 - 12:00 AM

I dont hate clans. If the clans didnt invade the IS. Battletech and Mech warrior would have die years ago. So yes clans good even for this game. but not when they say that one mech of the IS is OP and clan mechs arent.

#15 LordKnightFandragon

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Posted 02 February 2015 - 12:06 AM

View PostBlueduck, on 01 February 2015 - 06:09 PM, said:

Use more thunderbolts and firestarters and you'll find your odds being evened. ;)

In all seriousness there are a few OP IS mechs you can use that will equalize things.



Yeah, cuz that makes for a fun, engaging, tactical game, deep game.....

Meet the OP meta with hte OP meta. Lets not try to fix the issues, just power creep it all until everything can 1 shot everything else.......mmmhmm...and then in a year or so, lets wonder why there is no one in CW....

#16 Das Grab

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Posted 02 February 2015 - 12:23 AM

One shot Mechs. yes they are OP. you wonder why no one is playing CW not. CAuse they are all clan players hardly anyone wants to play IS.
Yes i agree that nerfing clan mechs wouldn't help or nerving any IS mechs. Making mechs that can one shot then can't help. I pilot a bolt 9s and have heaps of heat problems. Why cause i like it like that. The big problem most IS pilots have are that clan mechs move like a medium and have fire power like a heavy or assault and do damage at longer range over the 810 for PPC.

Any one that can one shot a mech is a cheater, oops sorry PGI does like that word and no one will do that. even those you can go to some jade falcon member web site and find out how to do it.

#17 movingtarget

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Posted 02 February 2015 - 08:05 AM

View PostRouken, on 01 February 2015 - 07:26 PM, said:


The Clan equivalent to a lance is a star, which is made up of 5 'mechs.



This could do the exact opposite of what you want if they are treated like normal battlemechs.


Thanks for catching that though it makes my idea a bit better insted of 3 lances of 3 they get 2 stars of 5 Its been a while since i read up on the clans i knew they organised things by 3's and 5's but i got the order mixed up.

If the clans are droped to a 10 man team i would not be oposed to them getting a tonnage incress for there drops when assaulting a target. Im fine with the clan mechs on random maps as each side is like to have some.

Edited by movingtarget, 02 February 2015 - 08:17 AM.


#18 Yokaiko

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Posted 02 February 2015 - 08:31 AM

View PostBlueduck, on 01 February 2015 - 06:31 PM, said:

"I generaly use Jager mechs they tend to do well as long as you dont get called and tagged, one match i did 1928 damage best on my team and 2nd for the entire match the top enemy player got 1936. we lost."

I've done around 3000 with 15+ kills before and still lost. Its all about coms and coordination and in this regard the IS actually has more tactical options than clan currently.



If you are doing that much damage the rest of the team basically isn't doing jack.

We saw that were we dropped against a couple guys from QQ that were pugging, the pair of them had something like 3200 and 3600 damage, one did that with three mechs because we killed him under his dropship.

.....most of the pug they were with barely neared 1000.

#19 Summon3r

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Posted 02 February 2015 - 08:34 AM

omg another clan is OP thread.... only one thing to do and thats "lol"

#20 Livewyr

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Posted 02 February 2015 - 08:37 AM

Here is how you solve the clan balance problem.

Give the Warhawk the TDR-9S quirks.. (7.5 heat ERPPCs... hahahahahahahahahaaaa)





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