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Balancing Is Against Clan - Different Xp Rewards Instead Of Nerfed Tech


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#1 Ialdabaoth

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Posted 13 April 2015 - 11:40 PM

So, in the background material, the Clans are SUPPOSED to have ridiculously overpowered machines compared to the IS, but the IS wins because Clan honor rewards individual one-on-one fighting, rather than teamwork.

Here's how you emulate that:

0. Obviously, first make 10Cv12IS queues a thing.
1. Let Clan ER PPCs do full 15 pinpoint damage with no splash, and reduce the beam duration for all Clan Pulse Lasers.
2. Remove all Kill Assist rewards (cbills and XP) when playing Clan mechs, and double all Solo Kill rewards.

#2 MechWarrior849305

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Posted 14 April 2015 - 02:53 AM

How is it they say? Ah, yeah...Facepalm.jpg

#3 Astarot

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Posted 14 April 2015 - 03:28 AM

I've been told a number of times, that if the makers of battletech had the option to put clan tech in differently, they would have, because clan tech was in general to powerful, and their hot fix patch to the game was to adjust the prices of the mechs, making it harder to A: maintain the mechs, and B: added some ridicules rules which made it hard to keep your clan mech pilot from dieing. Resulting you in lots of green pilots.

#4 Firewuff

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Posted 15 April 2015 - 04:25 PM

Because clan players fight 1:1 ..... oh wait no they don't. They death ball like every other group....

#5 Nothing Whatsoever

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Posted 15 April 2015 - 05:25 PM

Rewards would be just one facet.




With Clan ERPPCs, the splash doesn't bother me, but maybe consider tweaking the amounts. So maybe test out the main hit dealing 11 damage, then the first splash is 3 damage and the second splash deals 1 damage. This way when only one splash hits, only one damage point is lost when the splash only impacts one adjacent section and does 14 damage to two components instead of 12.5, an increase of 1.5 damage.




Assuming IS v Clan. The big problem is getting the matchmaker to be able to handle 10 v 12 from what the devs have told us, not sure if it's even worth the time getting it to work in the Solo and Group queues, and CW has the difference in drop deck weights that can be adjusted as needed.

Another idea to possibly consider (assuming 10 v 12 is actually possible) is having a forced Lock for Clans.

So for example as a Clanner in Clan vs IS, you come upon the IS force's hollow magic doritos, the first mech you acquire lock stays locked-in until the mech is destroyed, and prevents allied clanners from sharing that Target and applies this to all Clan mechs to force the one-on-one in terms of knowing the paperdoll readout of the target (and maybe even have the hollow doritos disappear, or remain locked until the first Primary Target is destroyed). Otherwise, I dunno what else could be tried to work to allow Clans a bigger edge against IS mechs and being fair to both sides.





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