- I like IS and FRR for lore reasons. Bringing Nova Cat to the game might change my mind.
- Clan stuff is expensive, especially the entry cost. When I want to elite an IS mech, it's pretty cheap for me to kit out those other variants I'll be just grinding because I have all those spare parts I have accumulated. Might not be optimal with the engines I happen to have, but good enough for grinding.
Clan Mechs Too Fixed/nerfed To Be Popular?
#41
Posted 26 April 2015 - 01:11 AM
#42
Posted 26 April 2015 - 06:54 AM
3 LPL 5 MPL Grasshopper runs about as hot as the industry standard laservomit-timby
#43
Posted 26 April 2015 - 07:16 AM
#46
Posted 26 April 2015 - 09:45 AM
Lightfoot, on 25 April 2015 - 10:57 AM, said:
So perhaps just nerfing Clan weapons when they are OP and loosening the Clan Mechlab fixed equipment restrictions would balance the two Faction's player populations? There is a Fun factor as well as a Balance factor and being able to change your Mech in Mechlab is a major element to the Fun of MechWarrior. And would also fix mechs like the Summoner in the process!
There was never anything fun about the Clans, though. They are cheese-ball, try-hard, space-barbarians making a power grab on the rich Inner Sphere territories to get away from their harsh and barren worlds under the pretense that it's for a good cause...a cause that ceased to be relevant 300 years ago. They don't even genuinely enjoy a challenge, otherwise they'd all be dropping in crap 'Mechs in the lore for the glory of bashing IS heads in with garbage-tech and proving their true superiority. And when you confront them about that, they cop out and say "it's beneath us" to spend that effort on Spheroids. The lore is just hilariously bad. Beating chests over honor while doing absolutely nothing that is any more honorable than Inner Sphere characters.
Only Ghost Bear gets a pass, because they eventually see the light and go "yeah, no, f*ck going home. That sh*t sucks."
Also, way too many Kerenskys. The man was a coward and a nitwit, and he ultimately failed in his task. Why worship that?
So, yeah. That's why IS gets the fun. Because it's lore accurate.
Though as somebody who has dropped on both sides in CW, my experience is that IS units are dropping with better builds. When I was dropping as Ghost Bear, there were a lot of players, even in the same unit, using mass LRMs, mass streaks, and even C-ERPPC on TBR (HBR is way better at C-ERPPC). I mean, even I was in a bad 'Mech, a Nova, but I stuck to defense where the Nova was at least usable to cut down the charge brigade.
I think the learning curve for Clan tech is slightly steeper, and so inexperienced players on Clan teams have more of an impact than inexperienced players on IS teams as they shut down more frequently, spread their damage over wider areas, and accidentally speed into bad situations with those great, big engines.
For that reason, I'm hesitant to back the idea of unlocking the Clan 'Mechs in the 'Mech lab to any extent.
Edited by Yeonne Greene, 26 April 2015 - 09:46 AM.
#47
Posted 26 April 2015 - 12:18 PM
dont buy
#48
Posted 26 April 2015 - 12:22 PM
MY complaints are the ridiculous wait times and the spawn camping...
#49
Posted 26 April 2015 - 12:50 PM
Malakie, on 26 April 2015 - 12:22 PM, said:
MY complaints are the ridiculous wait times and the spawn camping...
its been going 35%-65% every couple hours, back and fourth,
i would like to see the Data on how many Drop decks have a TBR or SCR in them though,
#50
Posted 27 April 2015 - 04:51 AM
My take is just that the Inner Sphere mechs have more options in Mechlab and so are more fun and the weaponry is more accurate with less spread and heat at the expense of a small amount of range and so are actually the OP weapons. Clans have a few good weapons, the ER Medium, and the Missiles being half normal weight. The rest of the weapons are just 1 to 2 tons lighter than the Inner Sphere versions, but all the Clan weapons are nerfed like they were as effective as the ER Medium. There is no valid balancing reason for that because most Clan Mechs have low payload weight for the weapons except for the Dire Wolf, so a weapon being 1 to 2 tons lighter like an AC5 or AC10 grants almost zero advantage. But it's nerfed like it was an AC15 or AC30.
So which is it?, is what I am saying. Do we open Clan Mechlab a bit for Equipment changes that are balancing or do we take a realistic look at re-balancing the Clan spread and heat values. I say a bit of both or you will continually get Mechs like the Summoner being released which really burn the player spending the money for something that is pure Junk in the game and really doesn't need to be that way.
Changing the equipment on these mechs is just something that an Open Mechlab allows, just as it allows all manner of changes to normally fixed Inner Sphere mechs on the fly, which would normally cost the player many millions of CBills and weeks or months to complete.
#51
Posted 27 April 2015 - 04:56 AM
#52
Posted 27 April 2015 - 04:59 AM
Lightfoot, on 25 April 2015 - 11:02 AM, said:
Ultimatum X, on 26 April 2015 - 07:34 AM, said:
Care to tell us where the rest of your build is?
Aside from the fact that if your build with over 60% cooling "runs too hot" - that's a pilot issue.
Even if 5 tons under weight... That Mech should NEVER overheat!
#53
Posted 27 April 2015 - 05:30 AM
But well yeha MWO has way shorther wepaon cycle times than TT, and then gimped DHS. so many mechs will never run cool, even if overstuffed with DHS.
#54
Posted 27 April 2015 - 07:14 AM
MrMadguy, on 25 April 2015 - 10:16 PM, said:
But I agree, that I like Clan 'Mechs much lesser, then IS. I guess, it's due to lack of some kind of "engineering" and optimization work, needed to make certain build work perfectly. First of. Omnipods are killing all the purpose of having different 'Mech variants - you just create some ideal variant (DWF-B or DWF-S torso with DWF-Prime arms for example) and that's it. You can easily throw all other variants into trash. That's why I don't swap Omnipods and use Clan 'Mechs' variants the same way, as I use IS 'Mech variants, cuz, you know, arm with only one hardpoint - is...trash and is felt like a waste of game's resources.
And the second - lack of progression. Yeah, I need to pay 2x price for avg Clan 'Mech, but as the result I get almost optimal variant, I need to perform only some minor alterations to. No optimizing work at Smorfy, no experimenting with builds - just buy and go. It's for noobs, not for me.
TL;DR Clan 'Mechs are ok, but they're boring.
Those "uber builds" are not even actually the stuff people complain about.
The 5xCUAC5 + 4ERML build is more brutal than 6xCUAC5.
3/4 Gauss rifles is a bit gimmicky. 3 can work if you play it right, but 4 is just a nonstarter, not enough ammo.
Typically your gigaspike/alphaking/cheese whales are all running dual gauss + some variety of energy punch.
#55
Posted 27 April 2015 - 07:38 AM
Lightfoot, on 25 April 2015 - 11:02 AM, said:
Last I checked the Summoner is still a much better mech than the CTF. Complain about clans all you want but they're, at worst, on par with IS mechs. The only exception is the Adder.
#56
Posted 27 April 2015 - 08:14 AM
Lightfoot, on 25 April 2015 - 10:57 AM, said:
So perhaps just nerfing Clan weapons when they are OP and loosening the Clan Mechlab fixed equipment restrictions would balance the two Faction's player populations? There is a Fun factor as well as a Balance factor and being able to change your Mech in Mechlab is a major element to the Fun of MechWarrior. And would also fix mechs like the Summoner in the process!
No, IS has fixed hardpoints. Clan mechs give you the most variation allowance. It's just that, like IS, Clan players are fixated on the top tier builds, of which there are only a few. You can customize a clan mech far more than an IS mech, despite the fixed equipment, because your stuff is lighter/smaller.
Try playing non-popular variations and see what you can do. If you limit yourself to the popular builds, you are just about equally limited both as IS and Clan.
#57
Posted 27 April 2015 - 08:17 AM
Dino Might, on 27 April 2015 - 08:14 AM, said:
No, IS has fixed hardpoints. Clan mechs give you the most variation allowance. It's just that, like IS, Clan players are fixated on the top tier builds, of which there are only a few. You can customize a clan mech far more than an IS mech, despite the fixed equipment, because your stuff is lighter/smaller.
Try playing non-popular variations and see what you can do. If you limit yourself to the popular builds, you are just about equally limited both as IS and Clan.
#58
Posted 27 April 2015 - 08:32 AM
#59
Posted 27 April 2015 - 08:36 AM
I also dont see any reason why clan tech's price shouldnt be decreased, when we so eagerly crave for balance.
I dont see quirked IS as better or hard to fight against with clan tech.
Clan U/ACs are still sheet unless you boat 5 Cuac5s on DW.
Edited by MechB Kotare, 27 April 2015 - 08:37 AM.
#60
Posted 27 April 2015 - 08:56 AM
With all these factors combined it's quite easy to see why few people bother with clans in CW, it's not because they're "OMG UNDERPOWERED!!!!!!!!1!111!1111!1!" or anything.
MechB Kotare, on 27 April 2015 - 08:36 AM, said:
I also dont see any reason why clan tech's price shouldnt be decreased, when we so eagerly crave for balance.
I dont see quirked IS as better or hard to fight against with clan tech.
Clan U/ACs are still sheet unless you boat 5 Cuac5s on DW.
The summoner was pretty crap in TT too.
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