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Is Dropdeck Tonnage Reduction Now In Effect


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#253 Hades Trooper

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Posted 12 May 2015 - 02:49 AM

View PostTom Sawyer, on 11 May 2015 - 02:32 PM, said:

Rejoice clanners for your whines of IS OP has been heard.

Once again the IS gets screwed over. It was not enough that we got flooded with attacks and could only respond.

How about Tukayyid 2 where the clans have to defend and we can flood attack?


How the FLARK do you call that being screwed over when your now being put on the same level as clans?

So to be equal in your eyes is to be screwed. having an advantage is fair, ok.

thanks for clearing that up

#254 Threat Doc

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Posted 12 May 2015 - 02:54 AM

View PostDomenoth, on 11 May 2015 - 08:37 PM, said:

I think the only way you could do it would be to assign each weapon a value dependent on what Mech it's installed in. By that I mean a large laser has X points on a Thunderbolt and Y points on a Locust. Add up all the point values for all the weapons in your build, and that's your value. You have to do it this way so that if you take a really crappy build on a Thunderbolt, you aren't penalized for the Thunderbolt itself.
That's not how BV works; the goal is to be able to make solid comparison's between 'Mechs, based on their Defensive and Offensive Values, while in MWO they could also benefit from separating out special electronics, and then allowing them to stand against all comers. Placing a Large Laser on the Thunderbolt is the very same Large Laser you're putting on the Locust; unless PGI went with the varying manufacturers might change the types, but the 'Mech they're mounted on is not going to change the properties of any 'Mech.

Separating weapons out between chassis types is only going to do the very same thing Elo does, now; the only way to truly differentiate these 'Mechs is to take all of the same component parts of BV and having those be static, while the overall 'Mech build determines their overall Battle Value.

#255 Sp4rtan

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Posted 12 May 2015 - 03:38 AM

Posted Image

Edited by Sp4rtan, 12 May 2015 - 03:42 AM.


#256 Insects

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Posted 12 May 2015 - 03:50 AM

View PostWinddancer, on 11 May 2015 - 11:14 PM, said:

Also, with the current schedule of having to fight for each sector on a planet twice and the 8 hours cease fire schedule many IS groups simply don't play CW anymore. Increase the time between cease fires, and perhaps even make it somewhat random, so that there won't be "sweet times" for certain time zones. Make a fighting period e.g. 24 hours plus x hours, where x varies between 1 to 12 hours. Folks can still plan, but it would shift those sweet times between the time zones and allow all of them to get additional drops in now and then.


Why have a ceasefire schedule at all?

Why not just flip a planet when it hits 100% and the opposition has to take it all the way back to their 100% before it flips again.

Get rid of the broken attack assignment algorythim and just allow any 12 man to open an attack on a planet and it stays open to other groups and solos for a few hours.

#257 Lily from animove

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Posted 12 May 2015 - 03:50 AM

View PostTarmok II, on 12 May 2015 - 12:37 AM, said:

well that can u say about this?

whine and u get what u want from PGI

clanns win the event and IS gets nerved



and btw the explanation u give us here is just ********

"Inner Spere supply lines and infrastructure in the outer territories, already being stressed by extended clan occupation have experienced even greater turnmoil in the wake of immense losses experienced at the Battle od Tukayyid"

i mean if u want to give us a lore explanation do it right or dont do it.

stressed supply lines and infrastructure. RLY???
immense losses experienced at the Battle of Tukayyid.
so the clanns did not suffer any losses??? a much smaller force losses the same amount of mechs and has to supply over multible times the distance as the IS


The event? if the event would have been a clanplanet to be hold by clanners defended vs IS, Clanners would have horribly lost due to rush the cannon tactics.

Asuming something about balance by to the event is not really a good idea.

#258 FlipOver

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Posted 12 May 2015 - 04:00 AM

View PostLily from animove, on 12 May 2015 - 03:50 AM, said:


The event? if the event would have been a clanplanet to be hold by clanners defended vs IS, Clanners would have horribly lost due to rush the cannon tactics.

Asuming something about balance by to the event is not really a good idea.

To prevent those rushes, a redesign should be in order of most, if not all, of the CW maps.

But then again, I can handle every change made in CW, it's still BETA.

Let them change and change things around and around. Hopefully we will end up with an improved game... hopefully.

#259 Jon Gotham

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Posted 12 May 2015 - 04:05 AM

View PostStitchedup, on 12 May 2015 - 12:58 AM, said:

I think during Battle of Tukayyid IS players got a lot more organised with even pugs dropping into ts channels. Equaling more wins

It's a shame that behaviour isn't the norm. MWO would improve by leaps and bounds if peeps would only get together more, rather that johnny mcsoloing it.

#260 Lily from animove

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Posted 12 May 2015 - 04:25 AM

View Postkamiko kross, on 12 May 2015 - 04:05 AM, said:

It's a shame that behaviour isn't the norm. MWO would improve by leaps and bounds if peeps would only get together more, rather that johnny mcsoloing it.


multiplayer games wher peoeple prefer soloing. Why do they even play them?

#261 Osis

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Posted 12 May 2015 - 04:34 AM

View PostAdamski, on 11 May 2015 - 07:06 PM, said:

There are no super-quirked mechs, just mechs that have been quirked to the Clans level.


Hail,

Your delusional, anything that got double digit anything is one of the reasons the balance is out of control. The drop decks used by organized teams are so narrowly focus, it is crazy. Just the same thing over and over again.

Seyla,

#262 Appogee

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Posted 12 May 2015 - 04:56 AM

What's in an ''organised team's" 240 ton IS drop deck now?

#263 Pragr

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Posted 12 May 2015 - 05:00 AM

I don't think the 10 tons difference means anything. The population bias is way more important to win/loss ratio. That's something PGI can hardly affect. Maybe some floating type of contracts, where money you'll get would be directly associated with level of over/under population of the side you're fighting for.

With all these quirks around (I dislike this concept since it makes usable only few IS mechs), the only real advantage I see is the durability of clan mechs due theirs XL engines and virtually nonexistent CT of some of them (Stormcrow is the best example). The solution of this problem is very simple. Just make the engine as any other internal equipment. Let it be destroyable by weapons once the armor is stripped off any part, the engine is incorporated.

Problem solved. At least to some part.

#264 Robin Wolf

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Posted 12 May 2015 - 05:08 AM

It's not a bad thing per se, dynamic weight restrictions according to the map evolutions are fine if you ask me.

#265 ShadowbaneX

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Posted 12 May 2015 - 05:09 AM

Well, by this logic when the Clans have pushed deep into IS territory their supply lines be stretched and their tonnage limits should be dropped to 230/220. I look forward to seeing that.

#266 Xeraphale

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Posted 12 May 2015 - 05:12 AM

So, let me get this straight... PGI believes that the drop decks for IS players needs a reduction because the clans have been pushed back to their home worlds.

Surely it's more of a case that the clans have (in the main) taken a break from CW and Mercstar have joined Kurita. Would I be wrong in that assumption?

#267 Moebius Pi

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Posted 12 May 2015 - 05:20 AM

View PostOsis, on 12 May 2015 - 04:34 AM, said:


Hail,

Your delusional, anything that got double digit anything is one of the reasons the balance is out of control. The drop decks used by organized teams are so narrowly focus, it is crazy. Just the same thing over and over again.

Seyla,


Yes. Because Timber/Hellbringer/Stormcrow drops all running the exact same build; a few C-ER Med Lasers and 1+ Clan Gauss, every, single drop all the time by many, many established Clan units isn't just ridiculous. It's all I saw of the majority of the badass Clan units, and all I still tend to see and for very, very good reason. That road goes both ways.

But hey. Let's pretend that the hidden hush hush gem (beefy T-Comps) -don't- give you some benefits that IS currently cannot get even via quirks, can be outfitted on pretty much any build, increase range (meh), increase crit changes (oh christ, now that gets nasty) against the supposedly better ballistic running IS mechs (who then get ammo explosions ahoy) that's -such- an advantage. Seriously, are we going to continue to pretend about the T-Comps and the lightweight clan gauss+med laser setups not being a thing? Or just that the T-Comps haven't been used at all given what one more more Clan mechs focus firing with their increased crit rates achieves (and wow, it's impressive. Hat's off to the units that started using them commonly; IS does not compare). Want to see any IS mech evaporate? That. Right there. Say goodbye to your components, say hello to ammo explosions and lost heatsinks like crazy.

The tonnage reduction is a farce, and really shows how blind the devs are to what is currently problematic in the CW. As many have stated it's how readily massive units can swing things right now, including win-rates. It's a numbers game, and right now there is no incentive to be a loyalist to offset huge merc units farming the various faction loyalty rewards to get some semi-stable faction numbers going. In fact, despite somewhat faster increases in faction ranking, right now going Loyalist is just really stupid from the point of rewards (and to be sure, many do play CW for said rewards, if not the mechbays alone).

Clan isn't getting rolled due to Quirks and IS mechs. It's simply numbers, given a lot of established potent Clan Units jumped ship to IS this reset. That's it. It was the same pre-reset when the Clans were on the warpath; a lot of the big nasty units were clan. Close to the reset, many of them ceased having as active a presence compared to previously (you'd rarely see their 12 mans in drops nearly as frequently) because, well, why bother? Reset a coming. Go figure, it allowed the smaller IS units and pugs to retake big chunks of territory (see FRR; sorry comrades, I'm a realist, I'm not going to sugarcoat why the FRR -actually- made their come back given the CW numbers game, fun as it is to pretend otherwise).

All this is going to do is make CW and IS drop decks even more stagnant and honestly, more -dead- as far as activity goes as IS units go "**** this noise" and either stop playing until it's remedied, or until the 4v4 scouting gets put in to make it more dynamic. As is, this is more of a The Dude (of the Big Lebowski) moment; except rather than him lamenting that they finally did it, they killed his car, they outright killed CW for at least a portion of time.

Congrats. Those pure meta drop decks are going to make a big comeback whereas I was starting to see some changes from prior.

For the record; **** the firestarter (and clanners whining about them and rushes). And to hell with IS with it in their dropdeck. Folks relying on entire lances of that + that in CW are chuckle material, or light rushes (as you can tell, I have 0 respect for anyone relying on light rushes). They're a rude joke with little skill to get a match win save relying on that tired tactic.It's an "easy mode" bush league tactic and boring as hell. I'm glad turrets got a beef up for that very reason. Good thing the Clans don't have their own version...

Oh. Wait It doesn't stop all Timberwolf rushes (sometimes with an HB if IS lrms saw any use) to gens with no combat, taking them, then doing a second timberowolf or mixed Hellbringer/stormcrow drop or 2 after to snag Omega if the first rush didn't work, does it? What, are we going to pretend those rushes aren't a thing too like the T-comps and aren't just as effective as the light rushes (moreso actually due to the turret increase), or... they aren't a repeated thing when a unit just wants to -win- the planet on attack rather than combat?

Apparently we are just going to go "LALALA pay no attention to the builds behind the curtain".. Because any tactic or loadout used by the Clan Units apparently didn't happen, repeatedly, and effectively and it's just those baaad IS players unbalancing things to the point of a dropdeck nerf. It's totally dem OP IS mechs with an unfair advantage and tonnage that.... er.... lost the "Battle for Tukkyiad". Because that makes sense. :rolleyes:
This is really becoming a "One step forwards, two steps back" situation in CW. To the individual saying it would be the IS playing with themselves, nah. It'll be you leftover Clanners. that drop deck change will impact Steiner, Kurita and FRR the most, you know. The ones that consistently do drops against ya. And since many of the players in that (if not entire units) were already fairly sick and tired of the Clan whining, the attack path stagnation, the mech imbalances, the -horrible- new ghost drop modes, it just means you will see them play less, giving you a chance to grind more pugs and take territory, while pretending it's something to do with the drop deck tonnage and your skill.

It won't be. It's just folks fed up with the BS changes vacating again just like near the end of the map reset, save this time on the IS side rather than Clan side.

It may still be Beta, but many aren't obligated to keep playing when an uneccesary change comes down the pipe that screws over drop deck diversity (and really, just comes off as a low blow). Hopefully the devs will smarten up before they put a premature nail in the CW coffin when a community alienating change like this gets added in out of the blue.

#268 BladeXXL

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Posted 12 May 2015 - 05:47 AM

ROFL!!!

Tukayyid showed us that with 250 vs 240 IS and Clan did nearly the same damage and had equal deaths and kills!

So why this change?

#269 CrushLibs

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Posted 12 May 2015 - 05:47 AM

10 tons is meaningless when you have alot of viable mechs to take.

Couple Stalkers and two FS and you are set. Or throw in some thunderwubs

Nothing has really changed. And if you think giving any mech a 50% cool down , 30% heat gen reduction , 40-50 tons worth of internal buffs , 25% - 50% armor buff , 50% laser duration , and other HUGE quirks just brings the IS mechs even with a Clan mech with fixed engine , fixed JJs , fixed endo , fixed armor , even a fixed flamer (adder) then you need to take off the rose colored glasses and learn to pilot your OP IS mech better.

2 slot DHS vs 3 slot DHS doesn't compensate for 12.5-30% heat Gen quirks , and IS lasers were better heat to damage before the quirks , its easy to close range when your lights are 43Kph faster or your assaults are 10 kph faster. Yep SC and TW are pretty nasty but IS has dozens of quirked OP mechs to compensate.

#270 Bwelt29

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Posted 12 May 2015 - 05:57 AM

View PostCatra Lanis, on 12 May 2015 - 02:25 AM, said:


No it isn't quirks, it's the big units with good players flip flopping. At Tuk they were clanners, Now they're Kurita. In a few months they'll be clanners again.


This is probably the most accurate example I have seen. It is simply a population numbers game. In addition CW is just boring when you have a small group of mechs being fielded by both sides because they fit the meta. It creates a boring game and large units with larger populations are the only thing driving CW. That is why most players are not playing CW anymore because of same old same old. Meta Mechs, Comp Team Hacking, Game Mechanics (Light Rushes and Spawn Camping) Why invest time in it when it is not fun. Just saying flame on.

#271 MadC4t

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Posted 12 May 2015 - 06:04 AM

Thanks PGI! :rolleyes:

Now we will flood Clans with 3 Waves of Lights. :)
Or 2 Gauss Crabs and 2 Locusts.


Ah, i forgot we have so many Mercenaries at Kurita that the first week runs great for us.
Dudes, there is no logic in this Topic.

Its a waste of time to post stuff here because PGI does what ever they want.
And THATS the reason why most off the Players are annoyed from CW.

Edited by MadC4t, 12 May 2015 - 06:06 AM.


#272 Leigus

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Posted 12 May 2015 - 06:11 AM

Well... Serves me right for making a spreadsheet of my optimum dropdeck for every single map.

This is definitely going to set me back. :lol:





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