Cw--The Inquisition
#1
Posted 07 March 2015 - 07:29 PM
1 How come PGI will not balence the sides numericaly as appropriate to the lore 10 clan vs 12 IS or 15 clan VS FRR sized units of 20 IS ??
2 The continuing Failure of PGI to properly populate the IS heavy mech chassis's paticularly the 70 and 75 ton mechs
3 the continuing quirks butchery of anything IS that actually works against the clans
4 the continuing waste of my time waiting on timers for attack drops and matchmaker wont give me the round for some stupid reason quit forcing 12 on 12 matches 90% or better the IS ends up just being targets...im done being a target only to feed oohh shiny egos ...where are my proper war style drops[solo 2 3 4 or whatever] and why wont you cut the attack/counterattack timers in half
5 What about a non clans CW Map?
i blame the original writers totally for the fargingclusterfarging screwup that is the clans universe it ruined tabletop and everything else , its going to ruin CW and MWO if something is not done to support IS players .
HS
#2
Posted 07 March 2015 - 07:43 PM
IS is so OP, wilth all the quirks and nerfing of clan tech! The diference is that some of the competitives teams are clan, like the lords for example!
But you have some comeptitives teams on IS also, and its almost imposible to win against them, like the 228, AS and the 12DG.
So stop crying and join them, you will win so much that you will start thinking that IS is actually( really?) OP.
#3
Posted 07 March 2015 - 07:53 PM
2. Start to think of the balance as assymetrical, and think about tactics that counter both sides!
3. ?????
4. C-Bills.
#4
Posted 07 March 2015 - 07:53 PM
#5
Posted 08 March 2015 - 04:03 AM
#6
Posted 08 March 2015 - 04:24 AM
Teams need to be tight to do well in CW, wishy washy teamwork will always fail except that 1 in 10 match against a worse wishy washy team.
#7
Posted 08 March 2015 - 04:43 AM
Vxheous Kerensky, on 08 March 2015 - 04:03 AM, said:
They won't actually outrange the clans but they can be competitive, sure.
Modules don't increase maximum range at all. they just extend minimum range.
Edited by YCSLiesmith, 08 March 2015 - 04:44 AM.
#8
Posted 08 March 2015 - 04:48 AM
Headshot39, on 07 March 2015 - 07:29 PM, said:
1 How come PGI will not balance the sides numerically as appropriate to the lore 10 clan vs 12 IS or 15 clan VS FRR sized units of 20 IS ??
2 The continuing Failure of PGI to properly populate the IS heavy mech chassis's particularly the 70 and 75 ton mechs
3 the continuing quirks butchery of anything IS that actually works against the clans
4 the continuing waste of my time waiting on timers for attack drops and matchmaker wont give me the round for some stupid reason quit forcing 12 on 12 matches 90% or better the IS ends up just being targets...im done being a target only to feed oohh shiny egos ...where are my proper war style drops[solo 2 3 4 or whatever] and why wont you cut the attack/counterattack timers in half
5 What about a non clans CW Map?
i blame the original writers totally for the fargingclusterfarging screw-up that is the clans universe it ruined tabletop and everything else , its going to ruin CW and MWO if something is not done to support IS players .
HS
1. I would be for 10v12 if they undid some of the IS quirks. With the way CW works, it would actually be beneficial for us to only have to field 10 clanners for every 12 spheroids. Would help us stomp the pugs rushing to defend planets as (generally) we do not need twelve clan pugs to beat twelve IS pugs. The more pugs in queue the better too as by the time you get to 60/60 that would mean clans would have a whole other team free for their own attack/defense. As for 15 v 20 idea, why would the Clans not bring 20 (four Stars) in response to the IS 20 (five Lances)? That is also a bit too much as those 5 players would stand for 20 'mechs and 1200 tons, a pretty sizable weight and firepower difference.
2. Are we going to pretend that the Jagermech, Thunderbolt, Cataphract, and Dragon are not some of the best IS 'mechs in the game right now? They see a ton of use in Community Warfare and the TDR and DRG have some amazingly quirked builds. I get wanting more variety but "failure of PGI" is a bit much. Even have the Grasshopper coming out in 9 days (70 tons).
3. See point 2 about the TDR and DRG. Have you seen the 50% cooldown on the DRG-1N's AC/5s? How about the MPL builds on the TDR-5SS or the Large Laser quirks on the STK-5N? Meanwhile you have the HBK-Grid Iron running around with a 50% cooldown on the Gauss Rifle and RVN-2Xs with 30% reduction in duration on all of their lasers. Let us all keep in mind that all quirks apply to public queue and in IS v IS fights too so any super-special-awesome quirks are gonna apply to all areas of the game and not just IS v Clans.
4. Join a team and dropping as a twelve man guarantees you a match or at least a ghost drop. If that does not float your boat, look for planets with queues already established and jump in line and sit there while you watch a YouTube video or something. You said some other things here I am not sure what you meant so I am going to skip over them.
5. You do not have to fight clans. You (as a Steiner) can also fight against Marik or Kurita. It just so happens that Kurita and Steiner have no hostilities (due to Kurita being active on five other fronts) and Marik and Steiner just kinda poke at each other occasionally. Again, if you get a twelve man together, you could attack either of these other targets for IS v IS fights with no Clans involved. You might piss a bunch of people off however... so please attack Marik.
Edited by jeirhart, 08 March 2015 - 05:01 AM.
#9
Posted 08 March 2015 - 04:53 AM
YCSLiesmith, on 08 March 2015 - 04:43 AM, said:
They won't actually outrange the clans but they can be competitive, sure.
Modules don't increase maximum range at all. they just extend minimum range.
Im not sure, simply for the matter, that there is a simply rule about the range, 2x optimal is maximum. If people now have to memorize quirked max range without the module when playing with a weapon module it would make things very weird.
So all things considered it would be unnecessary gamedesign but who knows, im not saying you are wrong, just saying it sounds weird.
Edit: Checked it out, without any quirks, the normal max range of a LPL is 730, with the module the optimal is 402 and according to weapon groups the max range is 802(should be 804). I just guess it will behave the same for quirked LPLs.
So I guess it affects both ranges.
Edited by Mandrakerootes, 08 March 2015 - 05:11 AM.
#10
Posted 08 March 2015 - 06:15 AM
Mandrakerootes, on 08 March 2015 - 04:53 AM, said:
Im not sure, simply for the matter, that there is a simply rule about the range, 2x optimal is maximum. If people now have to memorize quirked max range without the module when playing with a weapon module it would make things very weird.
So all things considered it would be unnecessary gamedesign but who knows, im not saying you are wrong, just saying it sounds weird.
Edit: Checked it out, without any quirks, the normal max range of a LPL is 730, with the module the optimal is 402 and according to weapon groups the max range is 802(should be 804). I just guess it will behave the same for quirked LPLs.
So I guess it affects both ranges.
Are you sure? I think someone (NS?) did tests and found that quirked max range is the same as regular max range.
#11
Posted 08 March 2015 - 07:47 AM
YCSLiesmith, on 08 March 2015 - 04:43 AM, said:
They won't actually outrange the clans but they can be competitive, sure.
Modules don't increase maximum range at all. they just extend minimum range.
Dear Coordinator say, ISF visiting this afternoon ...discussion "fraternizing with enemy forum warrior!"
#12
Posted 08 March 2015 - 01:47 PM
Headshot39, on 07 March 2015 - 07:53 PM, said:
You clearly do not have the know how to lead the unit to victory, so maybe you should go play with some of the units who do, and learn how they do it.
#13
Posted 08 March 2015 - 04:59 PM
Headshot39, on 07 March 2015 - 07:29 PM, said:
While it's true that introducing the Clans created a lot of problems for the tabletop game, the issue could have been avoided in MWO. Details on how this came about and how they could have it right here.
#14
Posted 08 March 2015 - 06:38 PM
when i sit there for 10 minuets on the attack/counter attack with no defenders or few or 1 or whatever i should get the drop and the timer on taking out the base
i want to know why there are so many clan planets i cant attack , this corridor thing is a crap way to run a war
there arnt any units i cared to join steiner comms are full of wolfies and most wont accept my kind of position because once again i am not a merc, i do not own 1 single clan scrapheap nor will i ever- unless i can use them vs the clans in CW.
ill paint them blue with the steiner fist on one shoulder and 77TH on the other
VS the clans was never about even numbers the clanners bid the amount of forces they needed to win in the batchall beforehand..and most of the time if it wasent 10 vs 12 then the bidding was rigged
i dident know anything about the quirks until well after they came out, at least some of them dont suck vs the clanners so bad
as for IS heavy chassis's 17 of them we do not have most of the better ones at least 5 of them 75 tons the Only 75 ton mech we have is the orion which is a Star league era heavy mech in use at the time League forces Left the IS..Kerensky himself was a Orion pilot his mech was discovered on a moon and referbished by house kuritia pilliars society for the current directors mech...which was slagged in the first wave vs the clans before he became Director. iv forgotten the world
do you really want me to type out the stats for all the best heavy mechs here without looking from the original tech readouts? i can do that ya know
#15
Posted 08 March 2015 - 06:58 PM
Headshot39, on 08 March 2015 - 06:38 PM, said:
when i sit there for 10 minuets on the attack/counter attack with no defenders or few or 1 or whatever i should get the drop and the timer on taking out the base
You do, if there are 12 of you.
Headshot39, on 08 March 2015 - 06:38 PM, said:
VS the clans was never about even numbers the clanners bid the amount of forces they needed to win in the batchall beforehand..and most of the time if it wasent 10 vs 12 then the bidding was rigged
MWO is about 12v12 fights.
Headshot39, on 08 March 2015 - 06:38 PM, said:
Please don't.
#16
Posted 09 March 2015 - 08:17 AM
This is brilliant.
#17
Posted 09 March 2015 - 08:22 PM
thats what the problem is.
the other problems are largely to do with fkked up matchmaker and the lack of some of the best IS mechs.
#18
Posted 09 March 2015 - 08:43 PM
#19
Posted 09 March 2015 - 08:57 PM
Headshot39, on 07 March 2015 - 07:29 PM, said:
1 How come PGI will not balence the sides numericaly as appropriate to the lore 10 clan vs 12 IS or 15 clan VS FRR sized units of 20 IS ??
2 The continuing Failure of PGI to properly populate the IS heavy mech chassis's paticularly the 70 and 75 ton mechs
3 the continuing quirks butchery of anything IS that actually works against the clans
4 the continuing waste of my time waiting on timers for attack drops and matchmaker wont give me the round for some stupid reason quit forcing 12 on 12 matches 90% or better the IS ends up just being targets...im done being a target only to feed oohh shiny egos ...where are my proper war style drops[solo 2 3 4 or whatever] and why wont you cut the attack/counterattack timers in half
5 What about a non clans CW Map?
i blame the original writers totally for the fargingclusterfarging screwup that is the clans universe it ruined tabletop and everything else , its going to ruin CW and MWO if something is not done to support IS players .
HS
@OP, please allow me to clarify.
THIS. IS. NOT. TABLETOP!
1.) MechWarriorONLINE. For PGI to go to 10v12 they would have to redo the whole game, weapons, mechs, everything. This is an online multiplayer game, lore cannot get in the way of balancing the gameplay.
2.) PGI has already stated that the Black Knight will be released at some point this year.
3.) There are plenty of mechs and weapons loadouts that work against the Clans. Tip: when in doubt aim for their legs. Use direct fire weapons to ensure maximum damage is dealt to a target area.
5.) PGI mentioned somewhere plans for a single player campaign style gameplay so that may well happen. (possibly by January of next year or maybe sooner if we're lucky).
Edited by Tabu 73, 09 March 2015 - 09:24 PM.
#20
Posted 09 March 2015 - 09:21 PM
YCSLiesmith, on 08 March 2015 - 04:43 AM, said:
They won't actually outrange the clans but they can be competitive, sure.
Modules don't increase maximum range at all. they just extend minimum range.
They extend max range, to a point. IS is capped at 1500m for beam weapon range. Meanwhile the clans are capped at 2k.
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