

10 Vs 12 For Is Vs Clan When?
#1
Posted 12 March 2015 - 05:00 AM
So when will PGI make something from CW, after 3 months from intro.
And 2 years from announcing it.
Only 1 map and no real global solution to a Community of Warfare.
Get that development in gear, rip out he standard 100 and use an xl300.
Replace the MG for a dual ac-10 and 2 LPLS or 8 SPLS.
overload on the AMS to kill those bugs (FORMED BY BAD QUALITY WORK).
#2
Posted 12 March 2015 - 05:34 AM
strange.
#4
Posted 12 March 2015 - 07:01 AM
I'd rather look forward to clan quirks and a few map changes to add some more variety and gameplay tactics with more mechs brought in. I really hope to see some good cover added in for mechs like grasshoppers and summoners to jump and shoot as harassers, smaller cover for the short mechs etc etc.
I wish they did a massive city map to brawl in, with narrow alleys that only certain mechs could run down etc.
These post about MASSIVE balance changes need to stop, little tweaks here and there, great, iron out a few things like the 9s heat change was a nice tweak to it.
Here's a challenge:
10 v 12 Balance the rewards so people don't ***** about it like the did BIG TIME when the system was changed. What's your solution, type it out now or else edit your post for lack of foresight.
#5
Posted 12 March 2015 - 07:04 AM
#6
Posted 12 March 2015 - 07:26 AM
Rebel Ace Fryslan, on 12 March 2015 - 05:00 AM, said:
LIES! Everyone knows Davions don't fight clans

hehe
btw, coding prevents 10 vs. 12. Hence why Clan tech (as well as many other changes to this game, be them IS, Clan, or what not) is what it is now instead of adhering more closely to lore.
I'd tell you to practice more and look for different strats, but Davies dun fight clans

Edited by Novawrecker, 12 March 2015 - 07:27 AM.
#7
Posted 12 March 2015 - 12:50 PM
Rebel Ace Fryslan, on 12 March 2015 - 05:00 AM, said:
So when will PGI make something from CW, after 3 months from intro.
And 2 years from announcing it.
Only 1 map and no real global solution to a Community of Warfare.
Get that development in gear, rip out he standard 100 and use an xl300.
Replace the MG for a dual ac-10 and 2 LPLS or 8 SPLS.
overload on the AMS to kill those bugs (FORMED BY BAD QUALITY WORK).
10 v 12 comes never. PGI said so many times now, and others repeated it in the 6 or 7 million other threads about it. They'd have to re-write the entire base of the game (mentioning they still weren't sure if it would even work), matchmaker and rebalance everything. Not happening, ever.
#8
Posted 12 March 2015 - 03:02 PM
Ihasa, on 12 March 2015 - 12:50 PM, said:
10 v 12 comes never. PGI said so many times now, and others repeated it in the 6 or 7 million other threads about it. They'd have to re-write the entire base of the game (mentioning they still weren't sure if it would even work), matchmaker and rebalance everything. Not happening, ever.
I do not buy the "re-write the entire base of the game" thing as all you would need to do is prevent two additional players from joining a 'clan' designated team for CW. And they must have some sort of designate per unit otherwise we would not display the Faction emblem next to our names in-game. As far as public queue drops go, clan 'mechs balance themselves out or can be by tweaking the ELO algorithm to give players in Clan 'mechs slightly harder 'chance of winning'
Edited by jeirhart, 12 March 2015 - 03:02 PM.
#9
Posted 12 March 2015 - 03:06 PM
"Oh what did he do?"
"He poked around a corner and alpha'd me!"
"Honey, thats horrible, what did you do?"
"I just hid on the other side and waited for him to poke again."
*mother furiously slaps child*
"get in his face next time goddamn!!"
#10
Posted 12 March 2015 - 03:33 PM
jeirhart, on 12 March 2015 - 03:02 PM, said:
I do not buy the "re-write the entire base of the game" thing as all you would need to do is prevent two additional players from joining a 'clan' designated team for CW. And they must have some sort of designate per unit otherwise we would not display the Faction emblem next to our names in-game. As far as public queue drops go, clan 'mechs balance themselves out or can be by tweaking the ELO algorithm to give players in Clan 'mechs slightly harder 'chance of winning'
The biggest issue they said, IIRC, would be that they would have to re-write the matchmaker algorithm for groups to account for tech trees, and to account for different sized groups.
While, not a monumental rewrite, it would be substantial enough that it would be a big sink on resources for content for a solid time to come to get that rewritten, operational, walked through QA, put on live, and then of course there would likely be about 4 or 5 hot fixes after that...so...
#12
Posted 12 March 2015 - 03:54 PM
Then you have the problem where one side's tech now becomes truly inferior when IS is now completely stuck in engagement ranges of 400m (like lore), while the Clans can cut down those mechs at ranges of 800m. Who in their right mind would prefer to play with inferior tech/more mech vs vastly superior tech/less mechs. The game is not like lore where the IS has NO choice in what their technology level is, and what faction they were born (or canister bred) into.
Edited by Vxheous Kerensky, 12 March 2015 - 03:58 PM.
#13
Posted 12 March 2015 - 03:56 PM
#14
Posted 12 March 2015 - 08:02 PM
Novawrecker, on 12 March 2015 - 07:26 AM, said:
LIES! Everyone knows Davions don't fight clans

hehe
btw, coding prevents 10 vs. 12. Hence why Clan tech (as well as many other changes to this game, be them IS, Clan, or what not) is what it is now instead of adhering more closely to lore.
I'd tell you to practice more and look for different strats, but Davies dun fight clans

We was testing for them 10v12, that`s mean they were considering it and that`s mean its possible, they just took a lazy way to do things. Not real codding needed, just edit some xml files, add here and there and you have next convoluted band aid.
Russ even stated somewhere here that he would love to stick more to the lore and maybe someday in future after CW or something in this lines. Probably just to calm us down, but still.
The fact is that clans was just rushed out too fast. Without CW, without little foreseeing, without nothing. Its like they just rushed selling mechs for premium price, without thinking about whole world.
Edited by Jaeger Gonzo, 12 March 2015 - 08:08 PM.
#15
Posted 13 March 2015 - 03:37 AM
Gyrok, on 12 March 2015 - 03:33 PM, said:
The biggest issue they said, IIRC, would be that they would have to re-write the matchmaker algorithm for groups to account for tech trees, and to account for different sized groups.
While, not a monumental rewrite, it would be substantial enough that it would be a big sink on resources for content for a solid time to come to get that rewritten, operational, walked through QA, put on live, and then of course there would likely be about 4 or 5 hot fixes after that...so...
A big sink for content? What kind of content? Mechs and maps don't need a lot of programming resources, you know.
#16
Posted 13 March 2015 - 03:45 AM
Jaeger Gonzo, on 12 March 2015 - 08:02 PM, said:
Nice grip on reality there.
Just because they considered it does not, in any way, mean it is possible. The testing may have been for many reasons. But input from several sources made it evident that it is not plausible with 10 vs 12.
Or do you have an actual suggestion how to treat matchmaker, weapon balance and quirks? Or is it just "Stop being lazy, change some xml and fixxit!"?
#17
Posted 13 March 2015 - 04:15 AM
Rebel Ace Fryslan, on 12 March 2015 - 05:00 AM, said:
So when will PGI make something from CW, after 3 months from intro.
And 2 years from announcing it.
Only 1 map and no real global solution to a Community of Warfare.
you do realize there are 3 CW maps right?
Quote
Replace the MG for a dual ac-10 and 2 LPLS or 8 SPLS.
what Mech can change the engine, and fit 2AC10, 2 PPC and 8SPL?
also serious question, which Mechs currently ingame have a std 100 as the default engine?
Quote
what bugs can be fixed by AMS?
if you are having trouble with LRMs then you are ether unlucuky or unskilled, LRMs are only realy effective against new players, anyone with a bit of experiance knows how to counter them (cover, break line of sight, ECM, AMS, kill the UAV chase off the enemy scouts), unless on Caustic or Alpine they are only realy useful when the enemy are caught out in the open.
I am far more concerned about Gauss, lasers, SRMs, SSRMs, Machine Guns and Autocannons than LRMs
Edited by Rogue Jedi, 13 March 2015 - 04:16 AM.
#19
Posted 13 March 2015 - 07:56 AM
With the asymmetric element of clantech though, a player imbalance brings about both challenges for the balance and game health teams. How do you balance a game were both sides use the same systems and mechanics but with different stats while not reducing overall game health. That is a very tough nut to crack and I understand and fully support the idea to make it 12v12 instead, because its more fun for the player, more intuitive to learn and IS vs Clan can have interesting strategies because of the asymmetric balance instead of having 2 more guys and winning by sheer outplay.
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