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


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#101 IraqiWalker

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Posted 26 May 2015 - 12:03 PM

View PostMercules, on 26 May 2015 - 11:45 AM, said:


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.


Mercules, while I love your posts in general. On this one, I am of the opinion that TT should be no more than a guide line. A real time game does not work the same way as a turn based one. It just can't. So we need to stray from TT on a lot of things. Mostly because the format isn't the same.

#102 VinJade

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Posted 26 May 2015 - 01:51 PM

@IraqiWalker
As much as I respect you I have to respectfully disagree with you.
yes clan mechs are powerful however its like I stated earlier the IS tech is better in many ways to their clan counter parts.
ECMs & AP act differently between the two
LRMs cycle faster than their Clan counter part
ect

I mean look at the two clan mechs that was hit hard, they got neg quirks where the IS mechs that do the same thing do not.
its kind of hard not to view as pgi as bias.

#103 IraqiWalker

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Posted 26 May 2015 - 02:03 PM

View PostVinJade, on 26 May 2015 - 01:51 PM, said:

@IraqiWalker
As much as I respect you I have to respectfully disagree with you.
yes clan mechs are powerful however its like I stated earlier the IS tech is better in many ways to their clan counter parts.
ECMs & AP act differently between the two
LRMs cycle faster than their Clan counter part
ect

I mean look at the two clan mechs that was hit hard, they got neg quirks where the IS mechs that do the same thing do not.
its kind of hard not to view as pgi as bias.


The top IS AND Clan mechs got nerfed. Just because the timby got negative quirks, and the Stalker got less positive quirks doesn't mean the stalker didn't get nerfed.

Also, think about it this way. If the timby is that far ahead, we either buff everything (in that case we have stupid amounts of power creep, and accusations of favoritism of IS mechs, because they get buffs), or we nerf all the top performers to bring them down to the level of the others.

There is literally no reason to keep the timberwolf unnerfed. It's bad for the game.

#104 Tesunie

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Posted 26 May 2015 - 02:23 PM

View PostVinJade, on 26 May 2015 - 01:51 PM, said:

ECMs & AP act differently between the two


Wait... CECM and CAP act differently from ECM and BAP?

Can you explain how they are different? I thought it was just weight and crits (and clan Omnipods with ECM hard points being able to be switched in and out).

As a pursuer of knowledge, I MUST know this... (As I've seen no difference in their in game behaviors personally.)

#105 VinJade

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Posted 26 May 2015 - 02:28 PM

are you sure you haven't noticed?
its hard for me to explain as I am never very good at it when it comes to writing it down(Why I would never make a good game tester, lol).

I am sure others have noticed it as well and maybe can put it into words better than I can.

#106 IraqiWalker

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Posted 26 May 2015 - 02:35 PM

View PostTesunie, on 26 May 2015 - 02:23 PM, said:


Wait... CECM and CAP act differently from ECM and BAP?

Can you explain how they are different? I thought it was just weight and crits (and clan Omnipods with ECM hard points being able to be switched in and out).

As a pursuer of knowledge, I MUST know this... (As I've seen no difference in their in game behaviors personally.)

View PostVinJade, on 26 May 2015 - 02:28 PM, said:

are you sure you haven't noticed?
its hard for me to explain as I am never very good at it when it comes to writing it down(Why I would never make a good game tester, lol).

I am sure others have noticed it as well and maybe can put it into words better than I can.


They work identical. Clan ones are just better.

C-AP used to only disable ECM when you lock on to the ECM mech while BAP is passive, but it looks like that was removed.

They are identical in function, but the clan ones are just smaller, and lighter..

#107 Ironwithin

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Posted 26 May 2015 - 02:37 PM

View PostVinJade, on 26 May 2015 - 01:51 PM, said:

@IraqiWalker
As much as I respect you I have to respectfully disagree with you.
yes clan mechs are powerful however its like I stated earlier the IS tech is better in many ways to their clan counter parts.
ECMs & AP act differently between the two
LRMs cycle faster than their Clan counter part
ect

I mean look at the two clan mechs that was hit hard, they got neg quirks where the IS mechs that do the same thing do not.
its kind of hard not to view as pgi as bias.


Wow.

CAP weighs 1 ton, takes 1 crit.
BAP weighs 1.5 tons, takes 2 crits.
Functionality is EXACTLY the same.

C-ECM weighs 1 ton, takes 1 crit.
ECM weighs 1.5 tons, takes 2 crits.
Functionality is EXACTLY the same.

IS-LRMs weigh TWICE as much and take more crits than C-LRMs.

You picked perfect examples to show how superior IS-tech is. Congratulations, have a cookie.

#108 VinJade

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Posted 26 May 2015 - 03:10 PM

@IraqiWalker
the B/AP was the main one that was different and now that you explained better to me I will drop them & the ECM from the list of comparison.

@Iron
Yes Clan tech weighs less however they fire slower than IS counterparts which shouldn't be the case.
they(clan) should ether have a faster reload time or both have the same reload time.

and Yes I plan on getting a Cat later on which means I would be at a slight disadvantage when it came to reload time but I would know this going into it as clans should be better as they ARE better.

being a clanner yourself I am surprised you don't agree about clan techs should be better

Edited by VinJade, 26 May 2015 - 03:11 PM.


#109 Gagis

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Posted 26 May 2015 - 03:11 PM

View PostVinJade, on 26 May 2015 - 03:10 PM, said:

and Yes I plan on getting a Cat later on which means I would be at a slight disadvantage when it came to reload time but I would know this going into it as clans should be better as they ARE better.

Implementing a Battle Value system to balance mechs in MWO is unfeasible, and thus the mechs and factions will have to be balanced mechanically, no matter the lore.

Your argument is invalid.

#110 K1ttykat

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Posted 26 May 2015 - 07:04 PM

View PostVinJade, on 26 May 2015 - 03:10 PM, said:

being a clanner yourself I am surprised you don't agree about clan techs should be better


Some people care about a fair and fun game experience more than their own in-game allegiance.

#111 Leone

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Posted 26 May 2015 - 07:41 PM

Wait wait, I think the OP jumped the gun here. I just finished this event running some laser heavy Blackhawks and Man'o'war, and noticed absolutely no noticeable difference. seems like clan mechs didn't get an overall laser nerf.

So then I tried out my Madcat and Ryoken builds. Again no noticeable difference. My Lrms fired just as fast, with just as much heat. My tag had no heat or cooldown difference. My srms and streaks acted pretty much the same as normal. Even my deal PPC+Gauss build seemed pretty much unchanged. I mean, yeah, I admit I don't run any AC builds, but I don't think that's what was being nerf.

So... How is this trying to punish me? I didn't even notice the change.

~Leone, Raid Leader of the Crimson Hand.

#112 K1ttykat

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Posted 26 May 2015 - 08:11 PM

View PostLeone, on 26 May 2015 - 07:41 PM, said:

Wait wait, I think the OP jumped the gun here. I just finished this event running some laser heavy Blackhawks and Man'o'war, and noticed absolutely no noticeable difference. seems like clan mechs didn't get an overall laser nerf.

So then I tried out my Madcat and Ryoken builds. Again no noticeable difference. My Lrms fired just as fast, with just as much heat. My tag had no heat or cooldown difference. My srms and streaks acted pretty much the same as normal. Even my deal PPC+Gauss build seemed pretty much unchanged. I mean, yeah, I admit I don't run any AC builds, but I don't think that's what was being nerf.

So... How is this trying to punish me? I didn't even notice the change.

~Leone, Raid Leader of the Crimson Hand.


If you read the patch notes you'll see that omnipods with energy hardpoints received stacking negative quirks for energy/laser cool down and duration.

#113 Tesunie

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Posted 26 May 2015 - 08:24 PM

View PostK1ttykat, on 26 May 2015 - 08:11 PM, said:

If you read the patch notes you'll see that omnipods with energy hardpoints received stacking negative quirks for energy/laser cool down and duration.


I think his post was meant to be read with heavy sarcasm (basically an attempt to mock the OP). Though I agree with his overall points, I can't agree with the presentation format (if his intent was to mock the OP).

The title says that the clans (not just the Stormcrow and Timberwolf) are being punished. His response is just (sarcastically) showing that the clans are far from all being punished, as they still have a lot of viable equipments and builds, even with the nerfs.

#114 VinJade

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Posted 26 May 2015 - 08:30 PM

I think the negative stacking should be done away with and just stick with the base unit and that's it.
there is no need to stack anything.

to me it seems like it punishes those that use energy weapons and different pods to help make the mech 'theirs' other wise might as well not allow anyone to change anything(which I am sure the complainers would love).

#115 Bhodi Li773

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Posted 26 May 2015 - 08:59 PM

I understand that the nerfing of the iconic clan mechs( Timberwolf and Stormcrow ) has had a huge reaction ,but has anyone really looked at the results of the nerf? Each omnipod adds to the total % of nerf. If you build a mech with multiple omnipods you get multiple % nerf. A 20 % increase in firing times means a few tenths of a second on an alpha strike, multiple lasers firing together, barely noticeable. Chainfiring is where the nerf is more noticeable, you get that increase in laser duration and recycle time before firing again for each laser( got 5 lasers spread in five locations, get more than 2 seconds added to chainfire/recycle through them all). End result being Alpha strikes give most players a sliver of time to torso twist to spread damage.What does this mean? Alpha Strikes will still hurt but not destroy you outright, hopefully.Chainfiring will be more in the heat of battle and your almost redlining/riding that shutdown scale and will give a few more seconds for heatsinks to dissipate heat.So Clan mechs may not kill you immediately with Alpha and when they are chainfiring they will be less likely to overheat and shutdown.So in the heat of battle an IS mech may live longer and will be able to fight longer. If you don't want this then Clan mechs have to get away from the laser vomit META buildsover 5 locations and make a more diverse weapons loadout on their mech or a single location with multiple lasers resulting in a smaller % nerf. I play both IS and CLAN and have noticed the changes but it affects the META builds MORE than anything. This game is based on battletech tabletop rules but on tabletop weapons duration/recyle times were not really part of gameplay( So PGI is really on their own as what to do). SO instead of dropping against 12 CLAN META builds you will drop against a more diverse , lower DPS and have a more interesting/entertaining match than usual, maybe. Most games are about 5 to 10 minutes but my most memorable games are the ones that were down to the wire, the last survivors slugging it out,hanging on by their fingertips, right to the very end. To me that is the very essence of being a MWO player.Even if I lose the , the fight was a good one that my fellow Mechwarriors will enjoy playing or spectating and the resulting comraderie and comments of" GG,Well Played, WTH/WTF, How did you live thru that" etc makes the game worthwhile.

#116 Ironwithin

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Posted 26 May 2015 - 11:14 PM

View PostVinJade, on 26 May 2015 - 03:10 PM, said:

@IraqiWalker
the B/AP was the main one that was different and now that you explained better to me I will drop them & the ECM from the list of comparison.

@Iron
Yes Clan tech weighs less however they fire slower than IS counterparts which shouldn't be the case.
they(clan) should ether have a faster reload time or both have the same reload time.

and Yes I plan on getting a Cat later on which means I would be at a slight disadvantage when it came to reload time but I would know this going into it as clans should be better as they ARE better.

being a clanner yourself I am surprised you don't agree about clan techs should be better


Merc, not a Clanner. Immaterial anyway because the whole premise of "Clans are superior to IS" has to go out the window since PGI said they won't do asymetrical teams (like 10vs12 or the like) for "technical and other reasons".
As long as equal amounts of 'mechs meet in the arena-shooter we have, their performances must be on about equal footing when looked at as a whole (wich means underperformers get buffs and overperformers get nerfs).
This is a game, not a fluff-book.
Who knows, maybe PGI pulls another "that was our position at the time"tm and gives us asymetrical teams at some point. Then you can jump in and demand clan-tech be superior in every wich way again.


Also OT for a change: those outrageous nerfs for timbers and crows really only come into play when you're trying to boat lasers, so just don't. There's enough missile- and ballistic-choises to be made to break up the monotony of laservomit.
The constant "PGI broke my favorite toy, I'm gonna sue/cry/pee myself!"-whine is getting old.

Edited by Ironwithin, 26 May 2015 - 11:15 PM.


#117 Darwins Dog

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Posted 27 May 2015 - 03:54 AM

View PostMercules, on 26 May 2015 - 11:45 AM, said:


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.

Some of the best parts of MWO also come from moving away from TT rules such as Not having to wait your turn to move, not being bound to hexes, using skill to hit a specific location instead of relying on luck, and not having to roll on table after table to resolve a single shot. This is a different game than battletech, and rules for a boardgame do not translate. When you move away from one (like turns) then you have to compensate with things like rate of fire. 10 seconds (again, an arbitrary number) is a long time in a shooter/simulator. Do you really want to have to hold an AC/5 on target for 10 seconds to deliver 5 damage?

You are also confusing the fluff description of ACs with the way they actually worked in TT. They were described as burst fire like giant machine guns, but they all rolled once to hit and did all of their damage to one location. So which is it? Do we stick to fluff descriptions, or TT rules for balancing this game? I'd vote for option C, that we do what's best for this game, even if it doesn't conform to 30 year old books about a boardgame.

#118 reign

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Posted 27 May 2015 - 04:40 AM

View PostDarwins Dog, on 27 May 2015 - 03:54 AM, said:

Some of the best parts of MWO also come from moving away from TT rules such as Not having to wait your turn to move, not being bound to hexes, using skill to hit a specific location instead of relying on luck, and not having to roll on table after table to resolve a single shot. This is a different game than battletech, and rules for a boardgame do not translate. When you move away from one (like turns) then you have to compensate with things like rate of fire. 10 seconds (again, an arbitrary number) is a long time in a shooter/simulator. Do you really want to have to hold an AC/5 on target for 10 seconds to deliver 5 damage?

You are also confusing the fluff description of ACs with the way they actually worked in TT. They were described as burst fire like giant machine guns, but they all rolled once to hit and did all of their damage to one location. So which is it? Do we stick to fluff descriptions, or TT rules for balancing this game? I'd vote for option C, that we do what's best for this game, even if it doesn't conform to 30 year old books about a boardgame.



To be honest this varied by manufacturer of the Autocannon. And some were vastly considered superior to others.

LBX on the other hand was either a SLug or a Shotgun. Which made it extremely deadly

#119 Mercules

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Posted 27 May 2015 - 05:44 AM

View PostIraqiWalker, on 26 May 2015 - 12:03 PM, said:


Mercules, while I love your posts in general. On this one, I am of the opinion that TT should be no more than a guide line. A real time game does not work the same way as a turn based one. It just can't. So we need to stray from TT on a lot of things. Mostly because the format isn't the same.


True, and I agree to a point. The issue is that PGI has thrown out the tried and true TT things that actually balance things out, like a working heat scale. They also kept the numerical value of all the weapons... but then didn't stop and consider that is the weapon firing over a ten second turn and then adjust for whatever rate of fire they gave them and so increased damage and heat production by over double. Then they had to go back and break another TT system and double armor. Since they don't use the normal heat scale they have had to invent incentives to not alpha strike(which normally would mean bad things happening on the heat scale) like stupid Ghost Heat. If JJs blasted the person the distance they are supposed to in TT and made aiming actually difficult then they wouldn't have had to reduce them to hover jets for most mechs.

There is just example after example of where PGI stepped away from the TT interpretation of mech combat and had to reinvent systems that are even worse. ECM???? Shall we talk about ECM and the slew of things it cancels that instead cancel it?


View PostDarwins Dog, on 27 May 2015 - 03:54 AM, said:

Some of the best parts of MWO also come from moving away from TT rules such as Not having to wait your turn to move, not being bound to hexes, using skill to hit a specific location instead of relying on luck, and not having to roll on table after table to resolve a single shot. This is a different game than battletech, and rules for a boardgame do not translate. When you move away from one (like turns) then you have to compensate with things like rate of fire. 10 seconds (again, an arbitrary number) is a long time in a shooter/simulator. Do you really want to have to hold an AC/5 on target for 10 seconds to deliver 5 damage?
I do something very similar when I play Clan mechs with ACs. ;) I'll point at what I wrote above. PGI KEPT part of the values and ignored that this was over a ten second stretch. They could have adjusted by cooldown+rate of fire and spread the damage out. Results would have been less up front pinpoint damage, no need to double armor, and aiming would matter more and snapshotting less. The pinpoint convergence would have been less of a problem.

See, the armor system is NOT designed for you being to able to easily apply 30-40 points of damage to one specific section in a very short time. Yet they retained the armor system mostly intact but not the DPS or the more or less "Not hit exact section over and over" mechanics.

It's great that our aim is a skill we can bring. It sucks that it is nearly the only skill you need to do okay in this game.

View PostDarwins Dog, on 27 May 2015 - 03:54 AM, said:

You are also confusing the fluff description of ACs with the way they actually worked in TT. They were described as burst fire like giant machine guns, but they all rolled once to hit and did all of their damage to one location. So which is it? Do we stick to fluff descriptions, or TT rules for balancing this game? I'd vote for option C, that we do what's best for this game, even if it doesn't conform to 30 year old books about a boardgame.


The rules and fluff are not mutually exclusive. As stated in the fluff they rapidly fire a series of shells that go more or less to the same section of the mech. In the abstract that is TT combat that means it does it's damage to one section. Current Clan implementation is close to how ACs should work according to rules and fluff they just need a bit less gap between each shell.

Instead of "Boom! Whir... Clink!" it should be "Thud! Thud! Thud! Whir... Clink."


See, all you need to do is remember the TT rules are an abstraction already of the combat, not an exacting AC5 fires one single round of ammo. The ammo counter is how many "bursts" of fire you have. You will notice that mechs that lose a weapon earlier in the turn still get to fire said weapon that turn... why? because it isn't fully a "My side goes, your side goes" and we only do that so that we can track things easier. Over those 10 seconds they had time to fire that weapon before it was destroyed...

This game could benefit from a working Heat Scale(and elimination of Ghost Heat), lower weapon damage across the board(and maybe removal of the doubled armor), better JJs, and more. We will still need quirks for certain mechs who's geometry makes them more vulnerable, but maybe not to the extremes we are currently going.

#120 IraqiWalker

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Posted 27 May 2015 - 05:57 AM

View PostVinJade, on 26 May 2015 - 08:30 PM, said:

I think the negative stacking should be done away with and just stick with the base unit and that's it.
there is no need to stack anything.

to me it seems like it punishes those that use energy weapons and different pods to help make the mech 'theirs' other wise might as well not allow anyone to change anything(which I am sure the complainers would love).


You can customize and make the mech yours, however you want. Extreme Energy heavy builds are the ones being punished here. Customization was actually not hurt here. It's only 1 specific build on the TBR, and the SCR that got nerfed.

I think you're getting inflated whining from other people who make it sound like the apocalypse is here.
Seriously, go on smurfy right now, and make a build. Then we'll see how many stacking nerfs you get. I'll even help out with mitigating the nerf problems. Unless you're building for a very energy heavy mech, you're not going to get any significant nerfs.

(also, unrelated to this at all. If you ever get the chance to pilot an Adder, or Kitfox, 2 U-AC2s is hilarious set up, that works surprisingly well.)

View PostSKINLESS, on 27 May 2015 - 05:48 AM, said:

240$ down the drain as far as I'm concerned. If they nerf the Direwolf I'm just going to cancel my pre-orders and stop playing like everyone else I know from 2012.


Oh no!!! Your tier 1 mech is only tier 1 now. What's with the over-dramatic post? The clan mechs are doing fine. Even the TBR, and SCR haven't lost a step.





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