Jump to content

Clan Vs Is Balance


66 replies to this topic

#61 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 19 March 2015 - 03:01 PM

View PostWidowmaker1981, on 19 March 2015 - 04:58 AM, said:

OK, while i absolutely HATE this idea, since it completely removes all of the 'essense' of clan tech being better, the ONLY way to silence the stupid whiners that cant see how locked mechlab is a balancing factor is as follows:

1) Balance EVERY SINGLE ITEM with its opposing side item - this means EVERYTHING on a 1 to 1 basis. C-FF = IS-FF, C-DHS = IS DHS, C-ECM = IS-ECM, etc, etc - stats dont need to be identical, but taking tonnage into account they should be equal, or in other words 'more advanced' clan tech must be WORSE because its lighter/smaller. Youd need to add the IS ERML too. Make the C-XL = the IS XL, either by stopping IS dying on ST loss or making Clan die on single ST loss.

You probably cannot use beamtimes as a balancing factor because a lot of people are too stupid to realize how important they are and wont stop complaining, so all balance to be done on dmg/range/heat

2) Completely open clan customization to the same levels as IS, no more locked ANYTHING. (this includes allowing clan mechs to use STD engines if they so desire) (the Omnipod system can be compensation for the lack of standard MLs/PPCs/LLs)

3) Remove all quirks and start again, they are now only there to balance lighter mechs/bad hardpoint mechs up to the top level of their respective faction.

This is the only way to silence the whiners, they will never understand balancing one thing (C-XL) with another, different thing (No customisation)

EDIT:

To people that say use 10v12 or some such number disparity to allow superior clan tech, i say "GET A CLUE" - regardless of what you would do, or your mate you spoke to said, simple human psychology says that the MAJORITY of people will go to the superior tech supposedly MINORITY faction, because most people want to be the Hero, not the Zergling. If the side with less numbers needs more players to form a team, whats gonna happen? Bad Things.


I dont entirely agree but some good points.

Edited by Johnny Z, 19 March 2015 - 03:27 PM.


#62 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 19 March 2015 - 03:02 PM

View PostJohnny Z, on 19 March 2015 - 03:01 PM, said:

.

Original Battletech was about balanced game play. The Clans were a cool addition and many who didnt want them added at all to Mechwarrior Online had a valid point. But if they are added in a cool way, which means not uncool and over powered and lame, then the Clan addition is actually good for Mechwarrior Online and adds alot in a good way. The Clan factions are cool after all. Being OP just makes the whole thing suck.


Yeah, because I knew PGI would **** it up when they caved to the whiners about engine limits of all things in CB.

#63 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 12,101 posts
  • LocationKansas City, MO

Posted 19 March 2015 - 03:33 PM

View PostWidowmaker1981, on 19 March 2015 - 02:07 PM, said:


And quirks are the fix to that, they still need a great deal of work, but the essence as i see it is the IS mechs are more 'quirky' and have individual variants that do certain things extremely well, and clans have slightly better 'base' tech, but it just doesnt get boosted by the same amount, balancing it overall. I could also see giving IS a much greater level of armour and structure quirks, making them feel more tanky

It makes balancing through quirks more heavy handed as you aren't just fixing designs that have suboptimal hardpoints or hitboxes/weapon mounts, you are also having to quirk against tech divides. It is arbitrary rules fixing an arbitrary problem, which really amounts to bad design in the first place. Is the flavor it keeps really worth the problems it causes? To this I answer no, but it is very much a subjective answer. Not to mention it still doesn't solve the dilemma of balance when it comes to engines.

Side Note: Boosting the I-XLs and the standard engine would remove SOME of the need for armor and structure boosts of IS mechs in the first place.

Edited by WM Quicksilver, 19 March 2015 - 03:35 PM.


#64 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 19 March 2015 - 03:38 PM

A clan player recently explained to me that clan vs IS is actually totally balanced. It's the higher skill of clan players that makes the difference.

#65 1453 R

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Little Devil
  • Little Devil
  • 5,834 posts

Posted 19 March 2015 - 03:58 PM

View Postzagibu, on 19 March 2015 - 03:38 PM, said:

A clan player recently explained to me that clan vs IS is actually totally balanced. It's the higher skill of clan players that makes the difference.


Nice try, but that particular stick has long since stopped making much of a stir.

What flaming idiots on either side are unwilling to admit is that balance is a great deal closer than anyone's willing to admit. A few Clan energy tweaks, some tightening up of underperforming Clan autocannons, some manner of reasonable (reasonable, the word is reasonable) adjustment to the Timber Wolf, this upcoming CXL penalty, and we'd likely be in fine shape on the Clan side.

Then the Inner Sphere side could admit that it doesn't really need patently ridiculous 40+% quirks anymore and we can dial back the power creep across the board, maybe set 30% quirks as the new standard for top-end Megaquirking on really bad chassis so that we don't have to go through another few months of TDR OP nonsense.

Sound like a plan?

#66 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 19 March 2015 - 04:01 PM

View PostYokaiko, on 19 March 2015 - 03:02 PM, said:



Yeah, because I knew PGI would **** it up when they caved to the whiners about engine limits of all things in CB.


I was starting a match so I totally misread that reply and deleted mine. :)


#67 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 19 March 2015 - 04:30 PM

View Postzagibu, on 19 March 2015 - 03:38 PM, said:

A clan player recently explained to me that clan vs IS is actually totally balanced. It's the higher skill of clan players that makes the difference.



....and with the level of quirks on IS mechs, this is actually true. I'm a good deal more effective with IS mechs.

Can I wreck face with my clan stable sure....with 4-5 chassis....but with IS it generally easier. I'll do higher raw damage with clan, more raw KILLS with IS.

....damn near every time.

Edited by Yokaiko, 19 March 2015 - 04:31 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users