Shad0wsFury, on 22 June 2015 - 04:36 AM, said:
So I'm a founder who played a lot in beta, but stopped shortly after launch mostly because I got bored waiting for content. I was happy to find a few weeks ago when I checked back in with MWO that CW was in beta, so naturally I wanted to try it out.
I'll admit, I'm not up on whatever the current meta tactics are, and my skills are a bit rusty, but I've been doing my best to work with my team (unless it's totally clear most of them are derping around independently, in which case I usually leroy my 4 mechs and move on).
Some things about CW have just baffled me though.
First is that the Clan and IS teams are fighting at what seems like equal numbers (if not equal weight, but I don't know what the clan drop weight is). Maybe MWO is balanced for this, but as a longtime BattleTech nerd, putting an IS unit against an equal numbered Clan unit is only something I would do to an inexperienced player who I wanted to teach a lesson to (that lesson being: "Don't F with the Clans"). Even putting an IS company (12 mechs) against a Clan binary (10 mechs) usually means doom for the IS unit unless there are other mitigating factors. In MWO, with things working a bit different from the board game, I think 12v10 would be a bit more balanced of a match. Has it been tried? Are there technological limitations or barriers to trying it?
Second is that despite the variety in maps (which has improved greatly since "launch"), there is little variety in game mode. Honestly this doesn't worry me much, because beta only had the Assault game mode, and Conquest and Skirmish were clearly added since I was away. I imagine different CW missions are in the works, but I'm surprised they're not available for testing.
Third is that there is little or no barrier to players joining CW. I've seen some other discussions about this, and how it might be implemented. Personally I think there needs to be a second--significantly higher--barrier to joining clan factions, like having fought for an Inner Sphere faction for a defined contact length and amount of drops. Maybe even disallow trial mechs entirely in CW, which would create a practical cbill barrier, but would also create a figurative pyramid of progression with the clans at the top (possibly not solving the problem).
Anyway, I don't have any world-shattering suggestions, just pointing out some things I noticed in CW in my few weeks back in MWO.
12 IS and 10 Clans in Lore is a definitely gruesome match up for the IS. however you forget that most technology the clans have the IS can have in MW: O on literally every forces that is required.
"my mad dog has double heatsinks... oh your catapult has that too.... well my mad dog also have a pair of LRM 20's instead of 15's!... oh your catapult does that as well... well I got pulse lase- oh... you got it too... at least you do not have an XL engine!.... wait you got that too? Well good thing I can survive 1 side torso exploding.... oh wait, you are a catapult... that's impossible for you... well at least I got ferro fibrous! in your face!.... oh... you have endo steel and jumpjets...." -mad dog cries-
A similar situation goes for most mechs.
The thing is, to make CW ballanced more at the very current momment, would be 12 clans verse 10 inner sphere. However this is a debate for another day, most can however say that at least 75% of the clan mechs are in the pool of hte 'worst' mechs in game atm... Mad dog, Gargoyle, Adder, mist lynx, Summoner, non ECM hell bringer, nova... etc...
But people have differnet views and opinions.