Jump to content

Wow. Are The Dev's Trying To Punish Clan Mech Owners?


  • You cannot reply to this topic
175 replies to this topic

#81 DDM PLAGUE

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 151 posts
  • LocationFlorida

Posted 25 May 2015 - 11:15 AM

I am on board, I have spent Thousands in the development of this game, Been playing one form or another for 35 years.
I own Gold Clan Mechs and every package, because I want to support development of the game I love. It does sadden me when I hear "big stompy robots" " don't care about the history"
"or its not BT" It is Battle Tech, it is a game based on the Battle Tech universe. ask the Devs. They will tell you. That is why there is a time line. The problem is that instead moving toward a MWO game they are moving toward a C.O.D,/Battle field, 1rst person shooter PVP game that can not take into account the Different weapon platforms, Map terrains, or CW economy, "like repair , rearm & deploy". The Devs could have learned a lot from looking at how the Mech 1-4 player run Leagues like BZ and Planetary, where run, for CW models, as of now It is just 12 peeps, vs. 12 peeps regardless of the weapons brought. It is broken. it will always be broken as long as it follows this model. It will always be the same meta against the same meta, when they nerf a build everyone will switch to the same new build.. I will continue to play a little, but mostly because I have friends here. until the next Mech game comes out. And you can believe there will be another. it was the old timers & the founders that drove the development of this one, Some one will fill the void..
No threats ,no tantrums, I remain hopeful that the Dev.'s will try using the economy to balance the game, when everything else fails, but as it stands this is not the Mech game we are all waiting for.

#82 Anunknownlurker

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 362 posts
  • LocationBetween here and there

Posted 25 May 2015 - 12:06 PM

Well, whatever you say DDM PLAGUE I really enjoy playing this game, I like what PGI are doing (in the main) and I am a "big stompy robot" man and I don't really care very much about the history - I played WoW for 6 years and couldn't recite any of the fluff, didn't stop me downing the Lich King and enjoying nearly every minute of it. I've been a WH40K collector and painter for more years than I care to remember and I'm am only interested in the background in as much as it affects my painting and collecting, i.e. I learn what I need to know when I need to know it. Both those games have rich and long backstories; my point is that you don't need to know ANY of that to either enjoy, or excel at, WoW, WH40 or MWO.

I am extremely grateful to the Lorewarriors for providing me with a huge amount of enjoyment, for using the background to develop the game and I look forward to whatever comes next; this may not be the Mech game YOU were looking for but it works just fine for me and many others.

NB - would I like a more complete game with greater complexity, a bit closer to what I imagine the TT game was like? Almost certainly. Would I play (and maybe pay) for that? Probably. But in the meantime this will do...

Good hunting

#83 Caboosegg

    Member

  • PipPip
  • Moderate Giver
  • Moderate Giver
  • 47 posts
  • LocationWigan, UK

Posted 25 May 2015 - 02:04 PM

the OP is a bit of a joke, i prefer IS mechs as general but Clan have the following advantages over IS

Ultras and LBX (ultra 10, ultra 20, lbx 20 lbx 5 lbx2)
lasers (despite all the whinging about nerfs Clan lasers are still have a large range advantage over IS oh and a tonnage advantage is most cases)
Better XL engines.
as a rule of thumb more hard points for weapons.


i still play my "nerfed" timberwolfs and shockingly ive noticed only a slight differance, then again dont have a laser vomit build

#84 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 25 May 2015 - 02:49 PM

View PostBrut4ce, on 25 May 2015 - 05:00 AM, said:



Umm, i hate to break it to you, but C-ERLL has a duration of 1.5s so on a 2 er large 2 med 1 small laser stock TBR build the omnipod quirks increase the duration of the weapons by 15% which means, C-ERLL: 1.5s+15%=1.725 and the C-ER-Medium laser to 1.15+15% = 1.32. Now for a fully tweeked laser Vomit Timberwolf -C with 7 Energy hardpoints the omnipod quirks increase the duration of those weapons by 21% which means C-ERLL 1.5+21% = 1.82s and the C-ER-Medium laser to 1.15+21% = 1.39s

Also i too can pilot LBX10 + Machine guns + srms + flamers loadouts and work with them in PUGS, but does that mean anything?

<S>


Might wanna read the next few posts after that one. It was corrected, and the discussion has moved past that point.

I'm not sure what that last part is supposed to prove though. That in puglandia everything works? So what? Puglandia is the single largest queue in the entire game. Good builds work wherever you toss them, and pilot skill helps a lot with that.

The funny thing is that none of the other weapons you listed there are anywhere near as bad as the flamer. LBXs and SRMs are fine, and MGs are sexy as hell.The flamer is a hard weapon to make it work, and it really doesn't do anything it should be doing, but it does help blind the hell out people. If you can make it work, and I can't then it's my fault.

However, there's a huge difference here between making it work, and making it work EFFECTIVELY. C-UACs are fine. They are nowhere near the same zipcode as flamers.


View PostTim East, on 25 May 2015 - 07:59 AM, said:

You had a TC in a Cent? Funky. Was it a Da or something?

Custom build. Called him Boomstick.

#85 Nightshade24

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,972 posts
  • LocationSolaris VII

Posted 25 May 2015 - 08:40 PM

View PostTesunie, on 25 May 2015 - 07:15 AM, said:


You are right. Each are an advantage, which each have balances to even them out (more or less).

Clans have fixed engines, but their XLs can lose a side and keep going. That's a lot of weight savings, for relatively small risk.

IS can change their engine, and can choose XL or Std, as well as size. They can choose weight savings and much greater risk (XL), or heavy and slower engines, but safer (Std).

Consider it as, IS have flexibility in engine, but Clans have Flexibility of Hard Points with fixed engines that can take more abuse.

I would like to add you do forget these disadvantages and advantages are kinda flexible on some chassis...

For eg:

Most Light mechs,
Catapult.

Etc die less often from attacks with an XL then a Standard because small ST, huge CT/ arms, = CT is always the thing that goes.
This often happens on lights as well... some of the Side torsos are the size of the mechs cockpit...

While other mechs.
(battlemaster, thunderbolt, banshee) are quirked and/or are already a decent shape to hold an XL with not that much fragility. IE: huge ST armour/ structure buff.


Like wise: There are mechs who can't do it no matter what, like the stalker, atlas, etc.



Same goes for clans... can't really say the 'durrability' of the clan XL's on the light mechs or the assault mechs make them better.

when (assault) is to slow with huge ST's that lights just come in and kill you as your team leaves you behind. or (light) you are so slow that a duel ac 20 mech can easily come up and kill you, no animation/ ping/ latency can save you from these shots unlike the 170 kph mechs. etc.


It isn't as sweet for the clans or as much of a harsh reality for IS on most chassis.

#86 Brut4ce

    Member

  • PipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 364 posts
  • LocationLand's End

Posted 25 May 2015 - 09:27 PM

View PostIraqiWalker, on 25 May 2015 - 02:49 PM, said:


Might wanna read the next few posts after that one. It was corrected, and the discussion has moved past that point.

I'm not sure what that last part is supposed to prove though. That in puglandia everything works? So what? Puglandia is the single largest queue in the entire game. Good builds work wherever you toss them, and pilot skill helps a lot with that.

The funny thing is that none of the other weapons you listed there are anywhere near as bad as the flamer. LBXs and SRMs are fine, and MGs are sexy as hell.The flamer is a hard weapon to make it work, and it really doesn't do anything it should be doing, but it does help blind the hell out people. If you can make it work, and I can't then it's my fault.

However, there's a huge difference here between making it work, and making it work EFFECTIVELY. C-UACs are fine. They are nowhere near the same zipcode as flamers.



Custom build. Called him Boomstick.


Well, You Just proved it yourself there. If Every weapon is "fine" as u say, and good pilots are making effective use of them, so there is absolutely no need for any of those superquirked IS mechs or those super-nerfed clans, Because an effective pilot can have an equal chance at beating a Laser vomit Timberwolf in an LBX-srm-mg-laser Shadowhack and/or the other way around.

#87 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 25 May 2015 - 10:32 PM

View PostBrut4ce, on 25 May 2015 - 09:27 PM, said:


Well, You Just proved it yourself there. If Every weapon is "fine" as u say, and good pilots are making effective use of them, so there is absolutely no need for any of those superquirked IS mechs or those super-nerfed clans, Because an effective pilot can have an equal chance at beating a Laser vomit Timberwolf in an LBX-srm-mg-laser Shadowhack and/or the other way around.


You really like coming up with stuff people didn't say, don't you?

Do you really think you're the first one to try and use this argument against mine?

Here's why your deduction doesn't match what I said, nor does it prove my statement false. Making a weapon work, is not the same as making different weapons work at the same level of effectiveness, nor is it the same as making different mechs work to similar effectiveness either.

For example, a pick axe can carve through a mountain to create a mine. On the other hand, I can use industrial diggers to do it instead. Following your idiotic statement, there's no need to use the diggers, since the pickaxe does the same job.

While if we apply what I'm saying, the pickaxe isn't doing the job as well as the digger, it's several orders of magnitude slower, smaller, and difficult to work with/operate.

Do you see a difference between the two arguments? That's why what you're saying, and what I'm saying aren't even in the same zip code for you to go "if what you say is true, then we don't need nerfs, or buffs".

Now, on to part 2 (this one will be quick)

someone making the flamer work, is not the same as the flamer being effective. That flamer is not going to get me 3-4 kills, and 400+ damage. The C-UAC (let's not pick a specific one) on the other hand is an effective weapon, it has it's short comings, as I stated earlier (several times, btw), but it's still effective, and can make short work of an opponent. Yes, it's not as effective as it's IS counterpart, but it's still good.

Using the digger/pickaxe analogy, the gap here is between two different types of industrial digger. Not a digger and a pickaxe.

The flamer will over heat your mech FFs. Are you really going to stand there, and tell me the C-UAC5 is in the same boat as the flamer? Because if you do, then there's no need to continue this discussion.

#88 Brut4ce

    Member

  • PipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 364 posts
  • LocationLand's End

Posted 25 May 2015 - 10:53 PM

View PostIraqiWalker, on 25 May 2015 - 10:32 PM, said:


You really like coming up with stuff people didn't say, don't you?

Do you really think you're the first one to try and use this argument against mine?

Here's why your deduction doesn't match what I said, nor does it prove my statement false. Making a weapon work, is not the same as making different weapons work at the same level of effectiveness, nor is it the same as making different mechs work to similar effectiveness either.

For example, a pick axe can carve through a mountain to create a mine. On the other hand, I can use industrial diggers to do it instead. Following your idiotic statement, there's no need to use the diggers, since the pickaxe does the same job.

While if we apply what I'm saying, the pickaxe isn't doing the job as well as the digger, it's several orders of magnitude slower, smaller, and difficult to work with/operate.

Do you see a difference between the two arguments? That's why what you're saying, and what I'm saying aren't even in the same zip code for you to go "if what you say is true, then we don't need nerfs, or buffs".

Now, on to part 2 (this one will be quick)

someone making the flamer work, is not the same as the flamer being effective. That flamer is not going to get me 3-4 kills, and 400+ damage. The C-UAC (let's not pick a specific one) on the other hand is an effective weapon, it has it's short comings, as I stated earlier (several times, btw), but it's still effective, and can make short work of an opponent. Yes, it's not as effective as it's IS counterpart, but it's still good.

Using the digger/pickaxe analogy, the gap here is between two different types of industrial digger. Not a digger and a pickaxe.

The flamer will over heat your mech FFs. Are you really going to stand there, and tell me the C-UAC5 is in the same boat as the flamer? Because if you do, then there's no need to continue this discussion.


Ok, since this is getting kinda personal, i'll dig into it. You like playing with other peoples' IQ don't you? First of all your analogy is not even a correct one. Bringing up a comparison between 2 tools with Completely different functions is idiotic. And since i am a tool manufacturer let me enlighten you.

The pickaxe was originally invented to make small-batch work and yes, before the industrial automation revolution they used them to dig up mines but they used THOUSANDS of workers with pickaxes to do so. Then the automation came and the need for workers was eliminated.

So, do you see the difference here? What you are saying and with what you are referring as a comparison are not even in the same dimension.

Furthermore i did not say that all weapons are on the same boat, do not come up with stuff people did not write as you say. I have only deducted from your logic, that since all weapons work in the game, there is no need for buffs or nerfs. Just the knowledge to make the best use of the machine one has at their disposal. So a Locust will NEVER become an Atlas , Nor the Shadowhawk will never become a Timberwolf. However in the right conditions, i.e. the right pilot at the controls, the most effective loadout for the machine and the right conditions in the field, one can destroy the other and vice versa.

#89 Mi Ro Ki

    Member

  • PipPipPipPipPip
  • Tai-shu
  • Tai-shu
  • 106 posts
  • LocationEta Carinae

Posted 26 May 2015 - 12:23 AM

View PostCmdr Killian, on 20 May 2015 - 02:53 AM, said:

Its pretty much accepted that the ONLY advantage clan mechs have over InnerSphere mechs are their lasers. It seems like each patch, more and more of the reasons to *OWN* clan mechs are removed.

I don't know if any of the dev's ever played Battletech/MechWarrior before.. But, The clan's are actually supposed to be intimidating.

A Timberwolf is supposed to instill a little fear. In game, We don't even bother prioritizing them because they aren't much of a threat, especially now.

It pains me to say this, but maybe they need to rename the Timberwolf to PaperDragon.
That's what it feels like now. Thank you SO much for that


Clanner logic = I drive a clan mech, i should be winning, why aren't i winning? I have better weapons etc

The reality = You are actually bad.

Timberwolf is tanky as f"""k, and deals huge amounts of damage..not sure what game you're currently playing.

Just because you play clan mechs doesn't mean you should just be steam rolling IS mechs lol.

#90 eSeifer

    Member

  • PipPipPipPipPipPip
  • 246 posts
  • LocationLiao

Posted 26 May 2015 - 12:25 AM

After reading the OP's post I have just bought all the clan packs.

#91 K1ttykat

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 90 posts
  • LocationVancouver, BC, Canada

Posted 26 May 2015 - 12:27 AM

Quote

The Timberwolf has become a mech that isn't any fun anymore because it cant even out gun an inner sphere MEDIUM one on one and come out on top without disproportionate damage done to it.


Hah! You make good joke.

Meanwhile in real life, clan lasers are still a circus of value even with the nerfs. The timberwolf is still faster and better armed than any IS heavy mech. Maybe now people will start using more srms and ballistics which will be a bit more interesting. Just have to adapt or be left behind.

#92 Brut4ce

    Member

  • PipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 364 posts
  • LocationLand's End

Posted 26 May 2015 - 12:32 AM

View PostK1ttykat, on 26 May 2015 - 12:27 AM, said:


Hah! You make good joke.

Meanwhile in real life, clan lasers are still a circus of value even with the nerfs. The timberwolf is still faster and better armed than any IS heavy mech. Maybe now people will start using more srms and ballistics which will be a bit more interesting. Just have to adapt or be left behind.


So true Kittykat. Thats why i went ahead and bought the next clan wave :D

#93 Rushin Roulette

    Member

  • PipPipPipPipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 3,514 posts
  • LocationGermany

Posted 26 May 2015 - 12:49 AM

This last event really opened my eyes even wider about how "Useless" clan mechs are.... seriously are people still complaining that the clan mechs are all terrible?

My clan deck was far from Meta (with 2 out of 4 of these mechs being argued to be the worst mechs ingame by some);
ERSL Nova
SRM Stormcrow (Look Mom... no negative quirks)
Hellbringer (OK, this one was meta) - 0XP before the event, so not even basics
Summoner - 0XP before the event, so not even basics

Playing clan vs. clan takes some work and keeps you on your toes... but playing clan vs. IS is an absolute nobrainer. Faster mechs, more maneuverable, better range on most weapons more weapons... I mean seriously, every mech can take more weapons than any comparable IS mech in the same weight class.

Getting 80 points in CW even in a steamroll is still quite easy and losing to IS mechs takes some work. Even with 1 or 2 Lemmings (you know; the guys who run off solo, die and repeat who end up with under 400 damage after all 4 mechs are dead) on the own team it is quite easy to win against IS teams.

I will be happy to be back in the FRR fighting against the clans after the event contract is over, just because playing IS mechs means you need to actively work on positioning, tactics and knowledge of your own mechs strengths and weaknesses. Makes playing that bit more of a challenge,

Edited by Rushin Roulette, 26 May 2015 - 01:03 AM.


#94 VinJade

    Member

  • PipPipPipPipPipPipPipPip
  • 1,211 posts

Posted 26 May 2015 - 06:16 AM

only reason we actually see clanners get the shaft so much is because of the whiny IS players who don't like it when clan tech is better than IS.

its like an old GM of mine once said to players who hated the clans "Well if you don't like it than stick to level one era and quick your belly aching."

it fits here with some IS players.

I have to wonder if those who b****, whine, and moan about it ever played The pencil & paper counter part(Which this game is heavily based off of).

if they did how much whining did they do because clan tech was better?

as far as I can also tell pgi loves giving the clans the shaft as it seems they favor IS over the clans.
if they hated the clans so much why did they even put them in the game to start with?

as to RR

Quote

My clan deck was far from Meta (with 2 out of 4 of these mechs being argued to be the worst mechs ingame by some); ERSL Nova
SRM Stormcrow (Look Mom... no negative quirks)
Hellbringer (OK, this one was meta) - 0XP before the event,
so not even basics Summoner - 0XP before the event, so not even basics


Nova "Look no ranged weapons and have to hope to be able to get close to use weak weapons
Stormcrow "Look mom all ammo reliant weapons means become useless real quick
Nothing to say about the two though as I don't know if you use all Ammunition based weapons or what.

Edited by VinJade, 26 May 2015 - 06:20 AM.


#95 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 26 May 2015 - 07:48 AM

View PostBrut4ce, on 25 May 2015 - 10:53 PM, said:


Ok, since this is getting kinda personal, i'll dig into it. You like playing with other peoples' IQ don't you? First of all your analogy is not even a correct one. Bringing up a comparison between 2 tools with Completely different functions is idiotic. And since i am a tool manufacturer let me enlighten you.

The pickaxe was originally invented to make small-batch work and yes, before the industrial automation revolution they used them to dig up mines but they used THOUSANDS of workers with pickaxes to do so. Then the automation came and the need for workers was eliminated.


Yep, thousands are needed (that's part of the "difficult to work with/operate)

Your statement in short is "if it works, no need to modify it" (if the weapons are 'fine', no need to add quirks, nerf, or buff them) which is still false. I will get better results with the digger, much faster. Yes, in maybe the one scenario out of a million where I can't get a digger there, the pickaxe would be better. The problem is that for literally every other scenario, all more common than that singular one, the digger is better.

View PostBrut4ce, on 25 May 2015 - 10:53 PM, said:

Furthermore i did not say that all weapons are on the same boat, do not come up with stuff people did not write as you say. I have only deducted from your logic, that since all weapons work in the game, there is no need for buffs or nerfs. Just the knowledge to make the best use of the machine one has at their disposal. So a Locust will NEVER become an Atlas , Nor the Shadowhawk will never become a Timberwolf. However in the right conditions, i.e. the right pilot at the controls, the most effective loadout for the machine and the right conditions in the field, one can destroy the other and vice versa.

I did not say you said that. I said: that If you are here to say that the C-UACs are in the same boat as the flamer, then there's no need to continue this discussion. We were in a discussion regarding ballistics, and you jumped in.

Also, as I stated earlier a weapon working, is not the same as working EFFECTIVELY. I also never called for a mech to be superior to it's peers or equal to those that are not it's peers. A locust should never become equal to an atlas, but it should be able to function as well as, or close to, other lights. It needs to at least be balanced compared to them. To where the trade off of firepower, armor, and tonnage for speed is worth it.

When we have a medium mech out-performing literally most heavies, and all mediums in the game. Then that mech needs to be tuned down.

View PostVinJade, on 26 May 2015 - 06:16 AM, said:

only reason we actually see clanners get the shaft so much is because of the whiny IS players who don't like it when clan tech is better than IS.


I wonder if you ever pay attention to what you say, or understand the context of what's going on. I'm going to ignore your conspiracy theories and explain something to you in simple terms:

This is a PVP game. BALANCE is very important here. You can't have one side be absolutely superior to the other. If that happens, who would play the weak side? Think about this for more than 5 seconds, and maybe you'll understand what's going on.

Unlike Tabletop, we can't have BV balance here. I can't bring a team of 15 mechs, to fight your team of 8, and have the match be fair, and even, because I have about the same total BV as you do.

EDIT: If the clans are being given the shaft, how come they have the strongest chassis in the game? They have best heavy, best medium, and arguably the best assault. Their lights are very powerful, maybe not the strongest, but definitely not terrible.

Edited by IraqiWalker, 26 May 2015 - 07:54 AM.


#96 Girochen

    Member

  • Pip
  • Knight Errant
  • Knight Errant
  • 14 posts

Posted 26 May 2015 - 09:09 AM

View PostCmdr Killian, on 20 May 2015 - 02:53 AM, said:

Its pretty much accepted that the ONLY advantage clan mechs have over InnerSphere mechs are their lasers. It seems like each patch, more and more of the reasons to *OWN* clan mechs are removed.

I don't know if any of the dev's ever played Battletech/MechWarrior before.. But, The clan's are actually supposed to be intimidating.


So, I hear you. Let me tell you a little something about the Clan invasion as written. One star of mechs was supposed to be the equivalent of one company of IS mechs. Are you ready to take 5 Clan mechs, "fixed" how you want them and match them against 12 IS mechs, EVERY time? How about reality here? Clan mechs and clan mech players want the power but not the attitude of the batchall. You are facing 12 IS mechs, they are a mixed company, most were around 3 Assaults, 2 Lights and a mix on the rest favoring Mediums. You have to bid DOWN your forces to beat them. If you bid more than a Star (5 mechs) you lose automatically. So, you bid 2 heavies, 1 medium and 2 lights and you are in the running depending on the actual tonnage. I am not sure this game would support that kind of mix without making Clan mechs OVERLY uber. If we are matching 12 on 12, the balance needs to be closer or you screw the game. Oh yeah, BTFW, it is a game, not life and death. The Timberwolf is a good if not great mech, even with the "nerf" you talk about with a complete disregard for reality. The Summoner was one of the primary mechs of the invasion, so you want to not include it? Perhaps you like being Uberman, Defender of Evil, but no one else likes that. We like an edge, sure, but we want some drawbacks also. Every Clan mech had a drawback. If you take that away, then once again, you guarantee everyone runs clan mechs and screw the IS mechs.

In conclusion, there are three options. 1) change matching for purity on sides, Clan never mixes with IS and Clan to IS is 5:12 ratio every time and limit clan Assaults to CW. 2) make all clan mechs unchangeable, ever. No additional armor, or HS, or engine changes, never remove JJs, pure pods on all locations and most of all static pods, you get the weapons you get. 3) enjoy what the developers put in place and STFU.

#97 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 26 May 2015 - 10:01 AM

View PostGirochen, on 26 May 2015 - 09:09 AM, said:


So, I hear you. Let me tell you a little something about the Clan invasion as written. One star of mechs was supposed to be the equivalent of one company of IS mechs. Are you ready to take 5 Clan mechs, "fixed" how you want them and match them against 12 IS mechs, EVERY time? How about reality here? Clan mechs and clan mech players want the power but not the attitude of the batchall. You are facing 12 IS mechs, they are a mixed company, most were around 3 Assaults, 2 Lights and a mix on the rest favoring Mediums. You have to bid DOWN your forces to beat them. If you bid more than a Star (5 mechs) you lose automatically. So, you bid 2 heavies, 1 medium and 2 lights and you are in the running depending on the actual tonnage. I am not sure this game would support that kind of mix without making Clan mechs OVERLY uber. If we are matching 12 on 12, the balance needs to be closer or you screw the game. Oh yeah, BTFW, it is a game, not life and death. The Timberwolf is a good if not great mech, even with the "nerf" you talk about with a complete disregard for reality. The Summoner was one of the primary mechs of the invasion, so you want to not include it? Perhaps you like being Uberman, Defender of Evil, but no one else likes that. We like an edge, sure, but we want some drawbacks also. Every Clan mech had a drawback. If you take that away, then once again, you guarantee everyone runs clan mechs and screw the IS mechs.

In conclusion, there are three options. 1) change matching for purity on sides, Clan never mixes with IS and Clan to IS is 5:12 ratio every time and limit clan Assaults to CW. 2) make all clan mechs unchangeable, ever. No additional armor, or HS, or engine changes, never remove JJs, pure pods on all locations and most of all static pods, you get the weapons you get. 3) enjoy what the developers put in place and STFU.


I agree with you on loads of that stuff. I just want to point out that most of our IS mechs are tech 2, and are almost Jihad era IS mechs basically. So a clan star would be worth 2 lances, maybe a tad bit more. Not the 5 v 12 it used to be during the invasion (Most IS mechs fighting against the invasion used SHS, had toilet paper for armor, virtually no weight saving tech, aside from Ferro if they really wanted to shell out the big bucks, plus STD engines. Against those 5 clan mechs would be more than a match to a company.

#98 Darwins Dog

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,476 posts

Posted 26 May 2015 - 11:24 AM

View PostMercules, on 24 May 2015 - 10:26 PM, said:


Except MWO is based directly off Battletech. Why do we have a mech called a Hunchback? Because it exists in Battletech. Why don't we already have Heavy/Light Gauss and Snub Nosed PPCs? Because by the Battletech timeline they do not yet exist.

Now, if they had more CLOSELY followed Battletech the game would have been better. For one thing, PinPointConvergence is not a thing in Battletech. There is a heat scale in the BT rules that would have prevented multiple Alphas and high heat builds without resorting to Ghost Heat, one of the most hated rules PGI created for MWO. JJ would launch you in such a way that they are genuinely useful for maneuvering but not for "poptarting". ECM wouldn't prevent you from locking onto mechs and hide them when in plain sight. LRMs would work well for Direct Fire but still be capable of indirect fire with a loss of accuracy. Weapons would not do X damage in a single shot but would instead have been adjusted so that they did x damage over the 10 second turn and generated X heat in that time. So if a PPC was able to fire and refresh 2.5 times during that 10 seconds then each shot would do 4 damage and 4 heat which would have spread the damage around a bit more and made it so that we didn't have to double armor to make the mechs stick around for more than a second or two. An AC 20 would be a high caliber rapid firing cannon. One pull would do X damage from multiple projectiles and then it would reload, (sound familiar?).

So on and so forth. So many broken things come from them NOT following specific TT rules.



See above. Also, there is little use in paying what they are probably paying for the IP of this game and then ignoring it. I believe the only reason this game is still going is because of the IP. I could play mecha in Titanfall and Hawken, but neither of those have any sort of loyalty for years of nostalgia for me. Many people waited years for a game that had certain mechs play like certain mechs and to play in the Battletech world. We will pay for that, we will not pay to play those other more generic mech sims.


We can follow TT rules, but only if you stop moving during other player's turns. You are supposed to let them move for 10 seconds before you start moving, but no one seems to do that around here. In other words, TT rules don't work for a video game. The 10 second turn, for instance. 10 seconds is a number slapped on there because they needed one. It has no bearing on the game at all. A PPC doesn't do 1 dps. It does 10 damage per turn. You can call a turn 6.235 seconds or 10 minutes and a PPC will still to 10 damage per turn. 10 seconds is completely arbitrary.

Furthermore, I'm not advocating abandoning the IP entirely. You can change the rules and keep the feel. You can have a mech called a hunchback with a giant cannon on the right shoulder without the restriction that it deals 2 dps or 20 damage per turn, shoots up to 3 hexes, and carries 7 shots per ton (I don't really remember the TT rules, which is kinda my point). The specific rules of the AC/20 are not what make the hunchback cool, it's the giant gun on the shoulder. Keep the mechs, keep the look and feel, keep the factions, but don't chain the gameplay to them. The game needs to be fun in and of itself or else it will wither and die.

Like you said, the IP is what has kept the game going like a respirator and a feeding tube keep a coma patient going. Looking at Warhammer 40K, both it and Battletech came out about the same time, both have a rich lore, novels, video games, etc. Warhammer is now on it's 7th edition (not including spin-off games) and has even *gasp* changed the lore, and has been growing steadily. Battletech is the same as it always has been (with the addition of BV) and has had long periods of complete stagnation. Coming back to my original point: Games need to evolve in order to attract new players. Stubbornly clinging to the old ways won't do it.

#99 Sturmwind

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 220 posts
  • LocationSolaris VII

Posted 26 May 2015 - 11:31 AM

When will people keep in mind that no matter the chassis and loadout - it's the pilot that makes it work! You can hand the best mech to a new / inexperienced player and he/she will most likely fail with it still. It's a game, it doesn't have anything to do with reality except a couple things: Human error and "muscle memory" controlling your alter-ego (the mech) in this game.

Yes, the nerf is to some extent very annoying considering the fact that both mechs punished mainly rely on energy weapons, but people knowing how to play them will still be dangerous in them it's a minor adjustment for them.

My critizism is more about the fact that everytime a certain mech & build becomes extremely often used and successful, the whining on the forums piles up. Eventually causing PGI to apply nerfs of one form or another to that mech to make it...what? More "acceptable for the masses"? In the end, all it does is causing those of us playing since closed-beta to look for another power-platform and watch the community start to whine about that particular mech then.

It's a neverending circle...sadly so.

#100 Mercules

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 5,136 posts
  • LocationPlymouth, MN

Posted 26 May 2015 - 11:45 AM

View PostDarwins Dog, on 26 May 2015 - 11:24 AM, said:


We can follow TT rules, but only if you stop moving during other player's turns.


http://rationalwiki....tio_ad_absurdum

Only response you should require to that.


Again I'll point out that some of the WORST balance offenders are those things that are not done according to TT rules such as heat, alpha attacks, pinpoint damage, ECM, and such.


An AC 20 really should do 2 DPS. AC 5s should be doing .5 DPS. Instead they do 5 and 3 respectively. Instead of the AC5 doing 1/4 of the dps it instead does about 2/3rds as much. That would be why AC5s are better than AC20s in many cases in MWO.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users