

Clan Vs Is Mechs
#1
Posted 02 February 2015 - 01:25 AM
But over the past couple years, my high expectations have been time and again , very disapointed.
First Issue is the rate of new map generation. Really PGI. I can count all the maps on my fingers, and that is over 2 years of developement?
Second is the Community Warfare I was eagerly awaiting. Again, 2 maps? One weight catagory and battle type? Really? 2 years in the making?
Third is the horable imbalance between clan and IS mechs combat performance. The second I jumped into a clan mech my scores got 50% higher. So all you nei sayers , come on, be real, look at the logs. Community warfare vs. clans is a joke. How about letting IS units use clan mechs in CW if you think they are not superior. Otherwise stop lying on the forums about how gimped clan mechs are.
There are tons of glitches and errors popping up constantly when I play MWO, but the one that cracks me up the most is the one that sais "UNKNOWN ERROR OCCURED". WTH is that? How you going to fix this if you can't even get error reporting accomplished? How will the game get better?
Lastly , the incredible lag I get when I look at your map buildings. My FPS goes from steady 30 fps to about 14-18 just panning my camera at the orbital gun in CW. You think its possible to make the maps structures less processor intensive. I mean looking at a building takes more GPU than a 12v12 fur ball vs. clanners . That is something that makes the game unplayable on minimum spec machines, I hope you fix it soon, CW shouldn't be only for the elite geeks with the most powerful pc's. You will not grow your player base by creating maps that hinder the already unstable game performance.
And please, make several more , less intricate maps that can be realeased quickly . Some should include CW different weight catigories. Like a landing zone battle that is restriced to lights and mediums only. Maybe that will allow the IS to defend itself a little against the much supior medium and heavy mechs that stomp the IS mechs with no resistance. Let our Firestarters have their moment in the sun. And perhaps the IS needs an ECM capable heavy mechs to balance the war, as it stands now, the Loki (hell bringer) and Uller (kit fox) ensure clans always have ecm cover in your ONLY weight class CW. A great deal of balance would occure if we stood on more even footing regarding ECM and LRM effectiveness in the heavy weight class. The imbalance is obvious even to you I'm sure, and we seem to be losing as many players as we gain with snails pace of content production. So fix what you have, and quickly make it worth playing. Clans should have to earn their c-bills, as it stands now, they just farm us, they dont even bother with objectives. Fix it please.
#2
Posted 02 February 2015 - 01:49 AM
My damage and kills change by almost nothing whether I'm in Clan or IS mech.
They do change if I play the Clan Tier 1 mechs vs Tier 4, and the Same for the IS mechs, If I play to the quirks they are quite powerful.
Clanners are usually complaining that we would have preferred our normal tech without nerfs and played matched 10-12 or 5-8 instead. Which would have made the game VERY different depending on which side you were on.
CW is just getting rolling, but so far as I can tell, you always want to be attacking. The attackers still have the advantage due to short notice, poor ability to scout on both maps, and the deathball tactic limits the number of mechs lost in each wave.
Additionally, CW does not put "new" tactics into the game, due to AGAIN having basically one objective. Additionally all the objectives are in the same place.
Why can we not get a properly HUGE map with 3-4 objectives that culmonates in a push to the gauss cannon?
Why can we not get assets to protect and capture that provide tangible benefit during the match?
I would love to be able to capture a re-arm repair facility. Something DYNAMIC in the game which can swing the momentum of a match. Because the normal progress is ...down one mech not to different...down two mechs difficult to swing...down 3+ yeah short of all the enemy being open CT you are screwed.
But if I sacrificed mechs into a push to capture something, the "something" gives me the advantage to hold off that difference in mechs, Like re-arm or repair. Or a UAV facility that gives all teammates 1 uav per 2 minutes of game time. Or an artillery battlegroup which allows 2 artillery per 5 minutes for one random teammate. SOMETHING...ARG!
Tyman
#3
Posted 02 February 2015 - 02:21 AM
IS KDR=1.0932(With trial mechs when I started)
IS KDR=1.274(Without trial mechs)
Clan KDR=1.361
Sorry, but I do not see this as overpowering. Yes the Clan KDR is higher, but I also had a steeper learning curve in the begining with the IS that I did not have with the Clan mechs. So my performance in Clan would be higher since I hardly ever play IS mech anymore. If I was to go back to playing IS full time, those numbers will go up.
#4
Posted 02 February 2015 - 02:33 AM
DaangeroussDann, on 02 February 2015 - 01:25 AM, said:
While it is true that my Timbie has the highest WLR among my Heavies and the Direwhale has the highest WLR among my Assaults, those are part of the easy-mode trinity (Crow-Timbie-Whale) of Clan mechs. I imagine other Clan mechs are just as challenging to use than IS mechs, if not more so.
I will be totally fine if my Timbie is nerfed BTW. At least the Whale is sloooow.
Edited by El Bandito, 02 February 2015 - 02:34 AM.
#5
Posted 02 February 2015 - 02:44 AM
There's definitely reason to claim op in the heavy to med categories, but lights and assaults seem lacking, at least in the public queue.
I don't know if suggestions such as tossing cannon and giving endo to lights may be going too far, but the mist lynx, the kit fox and the adder defiantly underperform compared to the likes of ravens, firestarters or even a good jenner pilot.
That said, clan mechs from the other classes are definitely stronger as they sit (and as trials for that matter), but the cost of said mechs reflects the upgrades they get stock (endo, ff, dhs and xl's the don't blow when your 1st side goes). Now i have my crab fully set up and where i want it clanner's are only as scary as any other mech (which is to say only when outnumbered or caught at a bad disadvantage)
#6
Posted 02 February 2015 - 02:57 AM
Then there are Clan BattleMechs which are supposed to be fully customizable WITH Clan tech and thus even more OP than most Omnis.
Then there are IS OmniMechs that with locked equipment will be DOA because of IS XL engines.
It's not mechs that are OP/Underperform, it's the rules PGI have set that makes them OP/Underperform.
Edited by kapusta11, 02 February 2015 - 03:10 AM.
#7
Posted 02 February 2015 - 03:54 AM
Wait, half their lineup is objectively worse than their IS counterparts? BLANKET NERF THEM ALL!!11! Again.
Edited by Mcgral18, 02 February 2015 - 04:16 AM.
#8
Posted 02 February 2015 - 03:57 AM

#9
Posted 02 February 2015 - 04:00 AM
Joseph Mallan, on 02 February 2015 - 03:57 AM, said:

Challenge is supposed to be achieved via Elo and player skill, not by giving better tools (mechs/tech) to one side.
Mcgral18, on 02 February 2015 - 03:54 AM, said:
Wait, half their lineup is objectively worse than their IS counterparts? BLANKET NERF THEM ALL!!11!
Same can be said about 3/4 of IS mechs.
Edited by kapusta11, 02 February 2015 - 04:00 AM.
#10
Posted 02 February 2015 - 04:49 AM
Players seemed to think PPCs were more powerful because they were used so frequently, but it was always Lasers that had the higher DPS/tonnage/heat ratios that were just waiting quietly for the present game where everything else is nerfed. Now with Lasers being studied and mastered by everyone time to kill has exploded and players are forced to move to Lasers. I liked PPCs a lot for their older version long range accuracy and tactical adaptability, but you play the game that is given to you. Currently brawling lasers.
My point is that all these nerfs do mostly nothing but create a less diverse field of play. Balance-wise there were very few things that could be called OP or an exploit and I think only the things that truely exploited a breech in Battle Tech canon should have been nerfed. Reason is that now you have a game where only a select group of mechs compete versus the original MWO where all mechs were decent because they could get some weapon load-out to work, even if it was not "the best weapon" load-out.
Nerfs kill Mechs, so if you want to sell Mechs, don't nerf their possible load-outs or you get a game where no one needs new Mechs. Which gets you back to Clan vs Inner Sphere where only 5 or 6 of the possible 12 Clan mechs are normally seen. So many of them are just DOA's in the Clan balance PGI has invented or arrived at. The solution is to open elements of Mechlab for the ones that need fine tuning to compete, but this may never happen, but it would make all Clan mechs compete.
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