Given what I posted about the Tukayyid battle, I believe there needs be a change in Mech Packs after Resistance Wave 2 for two primary CW reasons.
1 - The next 3 should all be Clan. Currently there are 36 IS chassis, soon to be 40 with RW2. This encourages the 'do what I want' crowd in CW to take all kinds of Mechs compared to the limited 13, soon to be 17, choices on the Clan side. Having so many different chassis played by the IS base is part of why the IS loses since a number of players do not chose the best IS and we cannot force them to. More Clan choices should spread out on their side similar to how the IS choices are but this needs more Clan chassis in the game.
2 - Cost. With only OmniMechs available, the CB cost keeps away new people looking to spend their Cadet bonuses on Clan Mechs. This means Clans need cheaper Mechs available. Unless PGI redid the existing costs that I doubt will happen, the only rational alternative is to make non-Omni Clan Mechs available. Not following Omni rules means they should come with a lower price tag thus bringing more new people to the Clan side and balancing out the lower skilled players among the CW base, plus using these Mechs does simulate how Clans saw their pilots.
Future Clan Packs
Started by Wildstreak, May 02 2015 01:36 PM
4 replies to this topic
#1
Posted 02 May 2015 - 01:36 PM
#2
Posted 03 May 2015 - 09:00 PM
While I'd like to see some more Clan mechs be introduced, they should only be the Omni-mechs.
It's the only real distinction between the two sides and in terms of mech selections.
IS pilots pick a mech for the hardpoints, engine limits and Jump capability, but as each mech is a bit different and these are set options having the larger number of mechs makes sense and gives the variety. Their advantage is being able to change the upgrades to min/max the mech to their liking.
Clan have the ability to pick a single mech but are stuck with the set upgrades and engines. But have the advantage of swapping omnipods to mix up their hardpoints. This means one chassis could have a mix of parts which really makes it the equivalent of having all the IS variants.
Each has their advantages and disadvantages and I believe it's nicely balanced.
It's the only real distinction between the two sides and in terms of mech selections.
IS pilots pick a mech for the hardpoints, engine limits and Jump capability, but as each mech is a bit different and these are set options having the larger number of mechs makes sense and gives the variety. Their advantage is being able to change the upgrades to min/max the mech to their liking.
Clan have the ability to pick a single mech but are stuck with the set upgrades and engines. But have the advantage of swapping omnipods to mix up their hardpoints. This means one chassis could have a mix of parts which really makes it the equivalent of having all the IS variants.
Each has their advantages and disadvantages and I believe it's nicely balanced.
#3
Posted 04 May 2015 - 05:16 AM
I'd really like to see the IIC mechs make it in, as well as certain gems like the Bane/Kraken. And I hope that will be the next pack... But, I think that PGI kind of has to keep alternating between clan/is packs. The way people ***** on this forum, everyone would be hoisting pitchforks claiming favoritism. Plus, the game would legitimately stagnate for IS players with no new mechs for a full year. (3-4 months per mechpack, so 3 mechpacks to ths clans is 9-12 months)
It would be interesting if they could restrict mechs depending on game mode... Clans defending a planet should always be 2nd line units, and Clans attacking should always be Omnimechs. Unless the planet was taken in the last turn, meaning it's possible for the front line units to have not moved on yet.
There needs to be a change... But in a different way. Each pack should have its own unique items that suit it, not crqppy coffee mugs. Like what they did with the Urbanmech, that was an awesome pack. Resistance 2 is a step up from Wave 3s crappy bonus stuff to be sure. But I'd like to see just a liiiitle more...
It would be interesting if they could restrict mechs depending on game mode... Clans defending a planet should always be 2nd line units, and Clans attacking should always be Omnimechs. Unless the planet was taken in the last turn, meaning it's possible for the front line units to have not moved on yet.
There needs to be a change... But in a different way. Each pack should have its own unique items that suit it, not crqppy coffee mugs. Like what they did with the Urbanmech, that was an awesome pack. Resistance 2 is a step up from Wave 3s crappy bonus stuff to be sure. But I'd like to see just a liiiitle more...
Edited by Twilight Fenrir, 04 May 2015 - 05:19 AM.
#4
Posted 04 May 2015 - 08:12 AM
50 50, on 03 May 2015 - 09:00 PM, said:
While I'd like to see some more Clan mechs be introduced, they should only be the Omni-mechs.
It's the only real distinction between the two sides and in terms of mech selections.
IS pilots pick a mech for the hardpoints, engine limits and Jump capability, but as each mech is a bit different and these are set options having the larger number of mechs makes sense and gives the variety. Their advantage is being able to change the upgrades to min/max the mech to their liking.
Clan have the ability to pick a single mech but are stuck with the set upgrades and engines. But have the advantage of swapping omnipods to mix up their hardpoints. This means one chassis could have a mix of parts which really makes it the equivalent of having all the IS variants.
Each has their advantages and disadvantages and I believe it's nicely balanced.
It's the only real distinction between the two sides and in terms of mech selections.
IS pilots pick a mech for the hardpoints, engine limits and Jump capability, but as each mech is a bit different and these are set options having the larger number of mechs makes sense and gives the variety. Their advantage is being able to change the upgrades to min/max the mech to their liking.
Clan have the ability to pick a single mech but are stuck with the set upgrades and engines. But have the advantage of swapping omnipods to mix up their hardpoints. This means one chassis could have a mix of parts which really makes it the equivalent of having all the IS variants.
Each has their advantages and disadvantages and I believe it's nicely balanced.
1) Another reason not to release Clan non-omnis is the lack of economics of scale in terms of engine. Weapons we have a lot of from omnis. However, engines we have to start buying from scratchI
2) As a person that has both Clan and IS, I cannot image the next 18 months after R2 having no IS mechs. R2 mechs have been a distinct disappointment. There still needs to be some more options. I am asking for Javelin, Assassin, Hammerhands/Dragoon/Exterminator, Cyclops
3) With Wave 3, Clans have become all the more viable. There have already been proven viable with Tukayyid. Hence more mechs for clans is more about variety. which through omnipods there is I dare so almost the equivalent of IS. Take just the Clan 65 ton category. Between the Hell and the CBorn, they can put out laser, ballistic and missile variants. I do not think they really lack all that much. certainly two mechs per weight would be ideal. Nothing stopping them from doing another 8 mech release at one short!
Edited by Chuanhao, 04 May 2015 - 08:13 AM.
#5
Posted 04 May 2015 - 09:54 AM
I also think they should lower the c-bill prices for Clan mechs simply to allow newer players to join Clan if they would like. Or at least give them 50% Clan mechs on your first 5 bought or something? idk
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