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Clans Getting Pushed Back


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#181 Sirius Drake

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Posted 16 April 2015 - 03:29 AM

View PostRahul Roy, on 13 April 2015 - 10:55 AM, said:


Could you make it a Summoner offensive?


No!
Because the Adder is Badder!
....
oh well... it sounded better in my head.

#182 Jack Spade Ward

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Posted 16 April 2015 - 10:24 AM

I do think its time to unnerf clan tech... Lets look at th CW map:

- clans took a great part of planets. Why? Because they organized themselves.
- clans lost more of their planets. Why? Because IS based players finally realized that the current meta is IS tech!!! And organized themselves, with mercs all around.

One of the biggest problems in this game is its own comunity, crying so much about clan tech being OP. PGI then nerfed it, ALOT. And, not happy with the result, they even quirked the IS mechs, ALOT.

How can a clan light mech compete against an 8 spl or a 5 mpl firestarter?
How can a Warhawk compete against a 6 LL Stalker? Specially that if you shoot more than 2 CLL you will get ghost heat?
How can a a Hellbringer compete agaisnt a 3 ERPPC or a 7mpl Thunerbolt?
How can any clan light mech compete against any IS light mech? (yes, the urbie is alot better than the Lynx)
How can a DireWolf compete against a KingCrab if the IS has more tonnage in its drophips, cutting out completly the Dire to be on a CW deck?
The question that also remains is that it seems that the MWO comunity wants a IS MechWarrior game, crying so much and making PGI to nerf clan tech. Proof of that is that the current meta teams, the competitives teams and most of the game's population is IS!!! No wonder, the meta is getting IS mechs and grind them quickly, so when it comes to CW, they simply rule.

Most haters or even the IS defenders will try to contest what im saying (kind of reminds me when i talked about the spider being OP), but the truth remains to all to see! If you doubt, just look at the CW map and do a match eing clan against IS.
People can also complain that because of this, mercs will jump from one faction to another, as a good and easy way to grind c-bills, mechbays and MC. So, if clan tech would to be unnerfed, most players would then go to clan factions. That can simply be resolved with no more mercs on clan factions, also, people will always go to the most powerfull factions/meta, that is why most people are IS players, tottally againt the lore.


Its time to unnerf clan tech, at least give us chance to fight back!

#183 Dekontoroga

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Posted 16 April 2015 - 10:53 AM

Couldnt say it better Spadejack, but dont howl too loud otherwise the glorious "But da Clans have da powerful Guns 1!1!!1" Shitstorm will come over you. Seriously, just try to discuss Balance with some IS Fanboys and they will 90% say the Clans are OP because of the Guns and they overlook the Fact we must shoot 3 Bullets (and hit with them!) on the same Spot to make the same amount of Damage of 1 (!) IS AC Shot. We cant customiize our Mechs as much as the IS ones because we have a large amount of fixed Slots. And to top that we have hotter Lasers (okey, to be fair they have a larger Range) and they fire longer then their Counterparts. Its all the Details that make it really annoying now to play as a Clanner. And the fact we get really small Quiirks (which isnt that bad) and the IS almost has 10 times, depends on the Mech, more make it quite funny.

But hey, we Clans are soooo overpowered and have so much Troops on our Sides that we can make it to Terra, from the opposite way *cough*. I just dont look on the CW Map anymore, this is just getting frustrating to read and see that Clans are overpowered and then CW tells a other story.

#184 Richter Kerensky

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Posted 16 April 2015 - 11:05 AM

View PostSpadejack, on 16 April 2015 - 10:24 AM, said:

I do think its time to unnerf clan tech... Lets look at th CW map:

- clans took a great part of planets. Why? Because they organized themselves.
- clans lost more of their planets. Why? Because IS based players finally realized that the current meta is IS tech!!! And organized themselves, with mercs all around.

One of the biggest problems in this game is its own comunity, crying so much about clan tech being OP. PGI then nerfed it, ALOT. And, not happy with the result, they even quirked the IS mechs, ALOT.

How can a clan light mech compete against an 8 spl or a 5 mpl firestarter?
How can a Warhawk compete against a 6 LL Stalker? Specially that if you shoot more than 2 CLL you will get ghost heat?
How can a a Hellbringer compete agaisnt a 3 ERPPC or a 7mpl Thunerbolt?
How can any clan light mech compete against any IS light mech? (yes, the urbie is alot better than the Lynx)
How can a DireWolf compete against a KingCrab if the IS has more tonnage in its drophips, cutting out completly the Dire to be on a CW deck?
The question that also remains is that it seems that the MWO comunity wants a IS MechWarrior game, crying so much and making PGI to nerf clan tech. Proof of that is that the current meta teams, the competitives teams and most of the game's population is IS!!! No wonder, the meta is getting IS mechs and grind them quickly, so when it comes to CW, they simply rule.

Most haters or even the IS defenders will try to contest what im saying (kind of reminds me when i talked about the spider being OP), but the truth remains to all to see! If you doubt, just look at the CW map and do a match eing clan against IS.
People can also complain that because of this, mercs will jump from one faction to another, as a good and easy way to grind c-bills, mechbays and MC. So, if clan tech would to be unnerfed, most players would then go to clan factions. That can simply be resolved with no more mercs on clan factions, also, people will always go to the most powerfull factions/meta, that is why most people are IS players, tottally againt the lore.


Its time to unnerf clan tech, at least give us chance to fight back!


lmfao

#185 theta123

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Posted 16 April 2015 - 11:08 AM

View PostSpadejack, on 16 April 2015 - 10:24 AM, said:

I do think its time to unnerf clan tech... Lets look at th CW map:

- clans took a great part of planets. Why? Because they organized themselves.
- clans lost more of their planets. Why? Because IS based players finally realized that the current meta is IS tech!!! And organized themselves, with mercs all around.

One of the biggest problems in this game is its own comunity, crying so much about clan tech being OP. PGI then nerfed it, ALOT. And, not happy with the result, they even quirked the IS mechs, ALOT.

How can a clan light mech compete against an 8 spl or a 5 mpl firestarter?
How can a Warhawk compete against a 6 LL Stalker? Specially that if you shoot more than 2 CLL you will get ghost heat?
How can a a Hellbringer compete agaisnt a 3 ERPPC or a 7mpl Thunerbolt?
How can any clan light mech compete against any IS light mech? (yes, the urbie is alot better than the Lynx)
How can a DireWolf compete against a KingCrab if the IS has more tonnage in its drophips, cutting out completly the Dire to be on a CW deck?
The question that also remains is that it seems that the MWO comunity wants a IS MechWarrior game, crying so much and making PGI to nerf clan tech. Proof of that is that the current meta teams, the competitives teams and most of the game's population is IS!!! No wonder, the meta is getting IS mechs and grind them quickly, so when it comes to CW, they simply rule.

Most haters or even the IS defenders will try to contest what im saying (kind of reminds me when i talked about the spider being OP), but the truth remains to all to see! If you doubt, just look at the CW map and do a match eing clan against IS.
People can also complain that because of this, mercs will jump from one faction to another, as a good and easy way to grind c-bills, mechbays and MC. So, if clan tech would to be unnerfed, most players would then go to clan factions. That can simply be resolved with no more mercs on clan factions, also, people will always go to the most powerfull factions/meta, that is why most people are IS players, tottally againt the lore.


Its time to unnerf clan tech, at least give us chance to fight back!

your post is completly biased in favor of the clans. I have lost 5 times in a row yesterday on CW against Clan wolf. you dont see me posting anything about that

So the clans wiped us FRR out, took over tonnes of planets, and now we the IS are fighting back...And

you guys are Complaining?

Okay 6 LL stalker is lame tough, i agree with that

#186 LastKhan

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Posted 16 April 2015 - 11:39 AM

Apparently there isnt going to be a reset from a post on reddit. We shall see during the Town Hall. I honestly think it should happen due to the screwy algorithm, new stuff, and match maker hiccups.

ps; the reddit post for source. ( http://www.reddit.co...et_on_the_21st/ )

(to the deleted.) yup cause mercs sway so much in a game of numbers.. I claim no right to the image just a satire of the original. But for you, ill remove it so you can be a happy Nancy.

Edited by LastKhan, 16 April 2015 - 09:01 PM.


#187 Novawrecker

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Posted 19 April 2015 - 06:59 AM

View PostLastKhan, on 16 April 2015 - 11:39 AM, said:

Apparently there isnt going to be a reset from a post on reddit. We shall see during the Town Hall.


Definitely need to read the Town Hall excerpts. There will be a reset, but not on the 21st. It will take place after the Tukayyid event (I'm guessing the 27th or 28th).

#188 Jack Spade Ward

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Posted 19 April 2015 - 07:43 AM

View PostRichter Kerensky, on 16 April 2015 - 11:05 AM, said:


lmfao

And another IS fan boy...
Tell me your opinions then!

#189 S E M T E X

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Posted 19 April 2015 - 08:00 AM

Clan's are going to cry soooo much in this upcoming event.
It is going to be worst then the last event Clan lost a ton of planets.

The question is, will you Clan unit leaders start paying mercs left and right for Walp? Spend mooooar CBill from your unit coffers!! Do it bro.

Most merc units will play IS apart from you know who.

LoL!

I'm buying extra popcorn!



#190 Impossible Wasabi

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Posted 19 April 2015 - 08:18 AM

View PostIronClaws, on 12 April 2015 - 09:40 PM, said:


Anyone who claims that Clan mechs are easier to use or OP, probably does not own or use them much.


The Space Pope would actually argue that Clan mechs require slightly more skill to use to begin with...but once a player has that slight amount of skill, they are actually way easier to perform well in.

I.e. if you drop a newbie into a laser vomit Timberwolf or Stormcrow, they will probably just manage to overheat and die. However, give it to an average player with some experience and they will quite easily put some good numbers on the board.

Finally, sure the Clans like the IS have "Tier 1" mechs that are going to be your ideal choice (Timberwolf, Hellbringer, Daishi, Stormcrow vs. Stalker, Wolverine, Firestarter, Raven 2X) but just like the IS against most of the playerbase you can easily roll in sub-par mechs and do well.

Edited by The True Space Pope, 19 April 2015 - 08:20 AM.


#191 _Comrade_

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Posted 19 April 2015 - 06:58 PM

View PostDekontoroga, on 16 April 2015 - 10:53 AM, said:

Couldnt say it better Spadejack, but dont howl too loud otherwise the glorious "But da Clans have da powerful Guns 1!1!!1" Shitstorm will come over you. Seriously, just try to discuss Balance with some IS Fanboys and they will 90% say the Clans are OP because of the Guns and they overlook the Fact we must shoot 3 Bullets (and hit with them!) on the same Spot to make the same amount of Damage of 1 (!) IS AC Shot. We cant customiize our Mechs as much as the IS ones because we have a large amount of fixed Slots. And to top that we have hotter Lasers (okey, to be fair they have a larger Range) and they fire longer then their Counterparts. Its all the Details that make it really annoying now to play as a Clanner. And the fact we get really small Quiirks (which isnt that bad) and the IS almost has 10 times, depends on the Mech, more make it quite funny.

But hey, we Clans are soooo overpowered and have so much Troops on our Sides that we can make it to Terra, from the opposite way *cough*. I just dont look on the CW Map anymore, this is just getting frustrating to read and see that Clans are overpowered and then CW tells a other story.


yea not to mention the IS has better assaults (and lights for that matter), A meta cheese Large Laser stalker build, a 2 20AC King carb....we have nothing to fight those. Not even our Dire Wolf's stand much of a chance against them.

Simply put we have weaker mechs

Edited by Grimwill, 19 April 2015 - 06:58 PM.


#192 Jaroth Corbett

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Posted 19 April 2015 - 07:48 PM

No just nerfed weapons. The mechs themselves are fine.

Edited by Jaroth Corbett, 19 April 2015 - 07:48 PM.


#193 _Comrade_

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Posted 19 April 2015 - 08:05 PM

View PostJaroth Corbett, on 19 April 2015 - 07:48 PM, said:

No just nerfed weapons. The mechs themselves are fine.



are you sure about that cause im pretty sure that any IS assault mech can destroy a clan assault mech, the warhawk is garbage, the gargoyle is garbage, all we have is the dire whale.

Give us the Blood Asp PGI....and lets even the odds a bit, those clan star adders make some nasty mechs!

#194 Richter Kerensky

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Posted 19 April 2015 - 09:09 PM

View PostSpadejack, on 19 April 2015 - 07:43 AM, said:

And another IS fan boy...
Tell me your opinions then!


In no particular order -
-You guys don't need light mechs because you can just run a timberwolf and three stormcrows in your drop deck. Clan light mechs ARE bad and I'd be in favor of making them stronger so they're worth using, but this doesn't make your good mechs worse.
-King Crabs are slow and the dual AC/20 build has a low effective range. Clans can just shoot it with ER Large Lasers or Gauss Rifles and pick it apart before it has a chance to do damage in most cases. A King Crab with 2x Gauss is better, but guess what? You can put THREE Gauss rifles on a Dire Wolf.
-I don't know about the Hellbringer, but you can make a brawling Timberwolf that can fight the 7mpl Thunderbolt one-on-one in close quarters and win pretty easily, just stack up ERSL/SPL and SRMs and go nuts. Or don't bother and just shoot it with ER Large Lasers and Gauss Rifles from far away, because you can also do that, and you can do this with the Hellbringer!
-As for the 3ERPPC Thunderbolt, nobody runs that thing anymore since it got nerfed. Why are you still complaining about it?
-Stalkers are very strong but you can still outrange them with the Clan ERLL, or again, Gauss Rifles. Also, shooting it in the center torso is a bad idea unless you've got your whole team focus firing it and are confident you can take it down most quickly that way. Stalkers are a lot less dangerous once you've sheared one of their sides off.

Edited by Richter Kerensky, 19 April 2015 - 09:10 PM.


#195 Thanatos31

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Posted 19 April 2015 - 09:44 PM

Sure, Clan tech is long(er) range, but on what maps does that even matter?! Have you seen anyone use the ERLL lately and hen compare it to the cLL? The burn time difference is big.

In this games current state burn times matter, thanks to its map design

#196 NocturnalBeast

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Posted 19 April 2015 - 10:26 PM

View PostGrimwill, on 19 April 2015 - 08:05 PM, said:



are you sure about that cause im pretty sure that any IS assault mech can destroy a clan assault mech, the warhawk is garbage, the gargoyle is garbage, all we have is the dire whale.

Give us the Blood Asp PGI....and lets even the odds a bit, those clan star adders make some nasty mechs!



True, Clan Assaults in MWO are not very good, other than any Dire Wolf with dual Gauss, but even then it is very situational. In CW the IS has the Stalker, which almost as powerful a laser boat as it was pre-ghost heat (the LL Stalker was one of the main reasons that we have ghost heat to begin with) and the Zeus is probably the most durable and most well balanced assault mech in MWO right now. The Awesome is supposed to be roughly the same size as the Zeus (I used to have both of the Ral Partha miniatures), so if PGI shrunk the Awesome to the same dimensions as the Zeus, it would probably become a top-tier assault, but if PGI enlarged the Zeus to the size of the Awesome, it would become one of the mechs you never see outside of solo pug drops. Also, if the Mauler (which is probably coming in Resistance Pack 2) is scaled like the Zeus, it will be one hell of a beast.

Edited by Ed Steele, 19 April 2015 - 10:26 PM.


#197 Richter Kerensky

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Posted 19 April 2015 - 10:35 PM

True, a lot of the time you aren't getting the most out of C-ERLL, but in that case C-LPLs are just as good:

3 IS LL: 27 damage for 21 heat, 1s burn time, 450m effective range, 15 tons, 6 slots
2 C-LPLs: 26 damage for 20 heat, 1.12s burn time, 600m effective range, 12 tons, 4 slots

After quirks on the 4N, the 3 IS LLs can deal more damage for less heat by themselves --
Stalker version: 27 damage for 16.8 heat, 1s burn time, 540m effective range, 15 tons, 6 slots

But then we can start comparing the rest of the stuff you'd put on a mech, here's what an alpha looks like on the Stalker vs. a Timberwolf:

Stalker Alpha, 6 LLs: 54 damage for 54.7 heat (I'm assuming here that the -20% heat generation quirk also applies to ghost heat, but I can't find a resource on this. if i'm wrong it uses even more heat), effective range 540m
TW Alpha, 2 C-LPLs + 4-CERMLs: 54 damage for 44 heat, effective range 405m (sorta, the C-LPLs still go out to 600). If you try it at 540m, the stalker's effective range, you get about 44 damage for 44 heat - this is almost the exact same ratio of heat to damage as the stalker

In practice, the Stalker can't alpha more than once without overheating, the TW can for the same damage at a bit shorter range. It's also faster, more effective at torso twisting/spreading damage, and has jumpjets for poptarting capability, though it does have less armor than the Stalker. All of the complaining about the 4N is because it can put out a similar amount of damage to a competently built Timberwolf for a similar heat cost.

Edited by Richter Kerensky, 19 April 2015 - 10:35 PM.


#198 Roland09

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Posted 20 April 2015 - 01:53 PM

Bah, numbers, schmumbers.,.. doesn't count because you are IS fanboi!!11!

And also the LORE! You forget that IS should fear Clans, not the other way round!

#199 Richter Kerensky

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Posted 20 April 2015 - 03:25 PM

'course, if you slap a bunch of lrms and other garbage on your timberwolf it might seem unfair that a stalker merked you, but that's entirely your own fault.

#200 Eddison Trend

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Posted 20 April 2015 - 03:43 PM

View PostRichter Kerensky, on 19 April 2015 - 09:09 PM, said:


In no particular order -
-You guys don't need light mechs because you can just run a timberwolf and three stormcrows in your drop deck. Clan light mechs ARE bad and I'd be in favor of making them stronger so they're worth using, but this doesn't make your good mechs worse.
-King Crabs are slow and the dual AC/20 build has a low effective range. Clans can just shoot it with ER Large Lasers or Gauss Rifles and pick it apart before it has a chance to do damage in most cases. A King Crab with 2x Gauss is better, but guess what? You can put THREE Gauss rifles on a Dire Wolf.
-I don't know about the Hellbringer, but you can make a brawling Timberwolf that can fight the 7mpl Thunderbolt one-on-one in close quarters and win pretty easily, just stack up ERSL/SPL and SRMs and go nuts. Or don't bother and just shoot it with ER Large Lasers and Gauss Rifles from far away, because you can also do that, and you can do this with the Hellbringer!
-As for the 3ERPPC Thunderbolt, nobody runs that thing anymore since it got nerfed. Why are you still complaining about it?
-Stalkers are very strong but you can still outrange them with the Clan ERLL, or again, Gauss Rifles. Also, shooting it in the center torso is a bad idea unless you've got your whole team focus firing it and are confident you can take it down most quickly that way. Stalkers are a lot less dangerous once you've sheared one of their sides off.


mate are you serious or just trolling?....where you gonna use those ERLL/triple gauss builds you are describing?...in which map?....on selfurus ?...on emerald?...on grim portigo?..on hellebore?...The only chance you have to use such builds is at Boreal , and thats only if your opponents are totaly inexperienced or total morons to stand at the gate and wait for you to fire , cool down after 4-5 secs and then fire again. I ve been playing CW for 5 months now , and 90% of all the hard engagements , happened bellow 500-600 meters , cuz no one at CW is that idiot to go alone in the open , everyone knows that much .
Timber with sml's/smpl's and srms?...realy?...you take such a build to go kill what?...thunderbolts?...and whos gonna kill the assaults?...the stormcrows?...and lets say you do that and you kill that thunder , what you gonna do about the bansee that was shooting the **** out of you all this time non-stop. Or about the stalker that just turned around the corner just now?
As for the stormcrows , their just good for their tonnage , nothing more . The streakcrow has a huge alpha...but it needs 5-6 secs to reload .
Not to mention the dropdecks....a Timber and 3 crows its just a heavy and 3 medioums!...thats all that is...1 heavy and 3 MEDIUMS!...can it be compared with the assault/ heavy/double medium IS dropdeck?...can you even tell how bad our dropdeck will be if we even add just one assault?
As for the so called "firepower" of the clan mechs?....lemmie ask you something....when you fight clans , which "color" of weapons is the one you see the most out there?....isnt it the yellow?...wonna know why?....cuz the only decent weaps we have are the ML's and the MPL's. Everything else it has either too much heat , or its too big , or has too slow fire rate , or weird firing paterns .If you try to put on a clan mech , the equelevant amount of weaps of the IS , it will overheat like crazy . Just take a trial clan mech and go shoot something at the testing grounds....you realy think that gets much better if you master it?...i can assure , its not . So yeah , the so called "superior firepower" of the clan mechs , its just fake , cuz you cant use it in full capacity .
Wonna talk about omnipods mate?...how many viable builds you think you can do with em on each mech?....very few!...wonna know why?...cuz 3 times of the same or similar thing , doesnt make it different you know. Does it realy make a difference if you put 3 mpl's on the right hand and 3 ml's on the left hand , or the opposite , since you cant change the most important thing which is the engine?...our balistics sucks so they are out of the equation and our ERLL's give no realy advandage over the IS quirked mechs , so there is no point of using em and get overheat by em. So yeah , i am sorry to wake you up from your dream , but clan mechs , clan dropdecks and clan builds are very limited!...why you think you see so many idendical clan builds and mechs out there everyday?
Wonna talk about the speed mate?...its ok but nothing special...89 kph tweaked....thats what the crashing majority of our mechs can do which is very close to IS 82 kph , and i am talking about our heavies and mediums with the exception of the stormcrow . But i cant for example make a 98 kph nova , like you can do with your hunchback or every other IS medium , nor can i make 142 kph adder like you can with a cicada or 120 kph centurion , can i?
What ever you are describing above looks good on paper , not in reality . Cuz in reality , clans are bringing heavies against assaults , and mediums against everything else cuz we have no better choices . And even those , we dont run them at full capacity cuz of the constant overheating. How does that sounds to you?....cuz to me that sounds like bringing a (blunt) knife in a gunfight .

So yeah.....clan mechs are so much OP...and thats exactly what the CW map is showing for the past months , doesnt it?





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