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Is Pilots: Decimating Arctic Cheetahs And Jenner Iic


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#81 Tesunie

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Posted 14 August 2015 - 10:59 PM

View PostDawnstealer, on 14 August 2015 - 09:19 PM, said:

Right - but making a mech slow down, and slow down considerably, when the alternative is DYING, is not exactly beyond the pale.


No argument there. In lore it produces extra heat (which can be considered "removing heat sinks due to damage" as a similar game mechanic basically). I don't believe it does anything else. However, working with a 5-10% speed reduction when a side torso for a CXL engine is destroyed isn't too far out of lore, and may be needed in this game for balance. If that doesn't feel "right" after some testing, the numbers could always be adjusted.

This is one of those points where we may have to separate from lore for the sake of better game play. This is of particular note in this game considering the Clans here don't have any barter system, any honor system (forced on them in game at least) and have the same number of mechs as their IS opponent counterparts. If Clan mechs were pitted at larger IS forces, then by all means no. Being on even number terms, then they must preform in a more even manner, with different perks and drawbacks for each.

Basically, we may need to create more points of balance for this game, seen as we don't/can't balance out the mechanics as they would be in lore. (Such as repair, economy, numbers, time for repairs/upgrades/refits, etc.) This is a first person styled shooter game. Not everything in lore is going to be applicable. It's great to honor lore, and break away from it with only deep and hard thinking and consideration. But we can't blindly follow lore "because it's lore" either. (Because if that is the case, then lore says we should have to hold our cross hairs over our intended target until we get a sound indicator and it turns gold in color. Otherwise, your weapons are not converged, and many of them will miss. But, that doesn't work with HSR so...)

#82 IraqiWalker

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Posted 15 August 2015 - 12:37 AM

View PostShadey99, on 14 August 2015 - 09:09 PM, said:


Really? _I_ have the wrong answer? No. Absolutely No. If PGI changes this they need to remove the 'mechwarrior' label on the game. The way Clan XLs work is one of the core fundamentals of building clan mechs in the source material. Stop thinking they need balanced. A fully tweaked out clan mech was absolutely always more capable than an IS mech of the same tonnage (usually this was a 10-15 ton advantage). There is no changing that without making MWO silly.

The problem is that the counters to this in the source material are things PGI won't or can't do such as the star versus lance organization (2 five man stars versus 3 four person lances, clans regularly under-tonning fights, etc). When they did this in CW by giving the IS 10 whole extra tons they quickly reverted back again. They say their stats suggested this was actually to much of an edge for IS. How exactly that can be the case if you all believe clan XLs are so overpowered is amazing.

THAT right there, is the wrong way to think. This is a 12 v 12 PVP game. You can't have one side be overpowered compared to the other. Otherwise, why would anyone pilot bad mechs. So we need to implement methods of balancing that. With asymmetric teams being out of the question. This leaves only one option: quirks. Buffs, and nerfs.


View PostShadey99, on 14 August 2015 - 09:09 PM, said:

This is just laughable. I normally like you, but this is just becoming silly. You guys have some sort of axe to grind against clan mechs that cannot be generally supported. You all swear til your blue in the face that it's completely logical, but the real world results don't match up. Their are a few specific cases of actual issues, but you guys seem to have gone overboard and painted them all with the same brush.

I've already mentioned mechs that lose 2/3rds of their weapons by losing a side torso. Heck, almost across the board the most common location for weapons on clan mechs is the arms. Think Mist Lynxes (all arms), Kit Foxes (small ballistics in the STs at most), Arctic Cheetahs (At most 3E in the STs), Adders (1E in the side torsos, 1E CT), Ice Ferrets (1E CT, 1M ST), Shadowcats (1E ST, 3B ST though special variant), Novas (at most 2B or 1E in each ST), Stormcrows (2M or 1 E STs), Mad Dogs (only missiles in the STs), Summoners (1B/1M can go in STs), Gargoyles (up to 2E in the CT), Warhawk (1E or 2M in 1 ST), Executioner (at most 3E between both STs). All of those have their primary weapons in the arms and can at most hold 3 energy weapons in the torsos total, this is with arms that can hold up to 6 at the extreme! Since you lose the arm when you lose the torso it's connected to (except for the occasional bug), you are going to lose a significant amount of firepower by losing a ST even if you don't die.

Yes, you'd lose /some/ firepower. Aside from the MLX, you're never really losing more than 40%. The Executioner might lose more with a Right torso loss, but it still brings considerable firepower with it's left side armament.

Look, we don't have "an axe to grind". I'm a clan mech owner. I pre-ordered wave 1, and haven't regretted a thing about them. I love my clan mechs. Including my latest purchase: The Arctic Cheetah. However, at the same time, I recognize there are balance issues.

The argument that clan tech should be superior is wrong, in this game. It shouldn't be used, since this is an equal teams PVP game. Give me one good reason why people should pilot IS mechs, against clan mechs, if clan mechs are given their full, and actual stats? 2 slot DHS, 7 slot Endo, and FF, Smaller XL engines, that don't die to ST loss, 1.5 times the range on almost every weapon, with about double the damage or more. Swappable hardpoints. U-ACs of all sizes. Half weight, and slot cost missile launchers, with more damage, no minimum range, and better spread. Plus single ton, single slot CAP, and ECM.

Give me a single reason why an IS pilot should fight against that? You're going to lose, 100% of the time, every time. Why would you play?

This is why balance is needed, and why certain things need to be buffed, or nerfed. C-XLs can't die to single ST loss, so they need to have some other kind of penalty.

It's really simple, an IS mech can choose between bringing a STD engine, with half it's firepower potential, but not die to ST loss, or bring an XL engine, with it's full firepower potential, but die as soon as one side is dead.

A clan mech just brings an XL engine with it's full weight savings, it's full firepower potential, and still not die to ST loss. There is literally no downside to C-XLs. They are flat out better than any engine in the game, including IS STD engines.

Here's a simplified version : IS XL, you die. Clan XL, you lose some firepower. You tell me how that's balanced. IF we bring 12 IS XL mechs, vs. 12 C-XL mechs, tell them each to pick one enemy mech, and remove 1 ST, and let the IS go first. The match will end with the 12 clan mechs alive, and the 12 IS mechs dead.

View PostShadey99, on 14 August 2015 - 09:09 PM, said:

Heck here is an IS example: Bog standard meta TDR-5SS. 2 MPLs in the right arm, 2 MPLs in the right torso, 3 Mpls in the left torso. Lose one side or the other and you have lost either 4/7ths or 3/7ths of your firepower. While you can kill someone with 3 or 4 mpls, your task has gotten almost twice as hard.

If you want utter symmetry how about a standard 260 BJ-1X with 8 medium lasers, 4 on each side. Again, lose a torso lose half your combat potential.


I used to run the BJ-1X, without an XL engine, you shouldn't take that mech to the field. Tell me which build works better:

BJ-1X STD engine

My, those 12 DHS are mighty helpful. Especially when the average clan mech has about 15+

OR

BJ-1X

Oh hey, look at that! 18 DHS, with a far superior heating scale, and even better firepower, thanks to 2 MPLs.

Clan mechs don't have any of those problems, because of their engines.

They don't need to choose between crappy firepower but better durability, or good firepower, but almost no durability

They get both, while IS mechs have to pick one or the other.

It's also funny that you used the TDR-5SS. A mech that was considered absolute garbage, until it got quirked to kingdom come, because the IS had no heavies that could hold a candle to clan heavies. The TDR used to be crap because the only to really get it going was with using XL engines, and things like 7 MPLs were insane on it, because of the heat, and the fact that IS MPLs had a ghost heat cap of 6 on them. It wasn't until after clan MPLs started melting the game to slag that IS MPLs got their ghost heat cap removed, and even then, on mechs that aren't quirked as hell for them, they can't do jack.

Before quirks, that 7 MPL TDR would cook it's self to death from the heat, since it could barely alpha 2 or 3 times, at spitting distance (remember the real range for IS MPLs: 220/440)

View PostShadey99, on 14 August 2015 - 09:09 PM, said:

If you insist on clan mechs (besides my Shadowcat example I used earlier). Then lets get back on topic and go with a Arctic Cheetah Prime with 4 SPLs and 2 SRM4s (My most effective ACH build statistically). Losing a ST loses half my guns. You drop from a 40 point alpha to a 20. Half your weapons is statistically a lot. Worse in a ACH you'll usually lose your arms first, so you lose the missiles and half your lasers, leaving you just 2 SPLs to fight with. 12 damage at very close range isn't all that scary. You could switch to ERMLs, but those run considerably hotter and do 2 more damage at the same point.

So regardless of what mech it is, losing a side torso is a significant lose in game terms and will directly impact your performance. Clan XLs do have a penalty, which is that if you take both sides out your gone. Standards are more durable. Either way though just aim for the CT! Every type of mech regardless of engine dies to the CT going bye bye. So shot the CT! End of story, nothing more needs to be done. Or heck, shot his legs off for all I care every mech dies when it loses two of those as well.


Yet do the same with the Firestarter, and you drop from a 40 point alpha to dead. Instead of 20.

There is no way around that simple fact.

Also "just aim for the CT" is a good way to deal with clan engines, but it doesn't mean they are balanced. Since with IS mechs, I can kill them by shooting 3 different locations when they have an XL engine. While a clan mech only has ONE lethal location. Being three times more survivable is a testament in it's own right.

When you see a 3xUAC 5 Jager mech raining lead, you immediately go for it's ST Needing to go through about 80 HP only to kill it. Instead of the 116 or so to go through it's CT, and take the entire mech out of the field.

Whereas facing down a UAC 25 Ebon Jaguar, leaves you with only one option. Going through that entire 116 HP to kill it through the CT, or 160 to kill it by destroying both STs.

both are 65 ton heavies. It takes one 80 damage to die (that's with near-suicidal rear armor), and it takes the other 116 to die. That's a flat 36 health increase to the mech, for free!, while also giving it 2 free slots extra to mess with, on top of the fact that it uses Clan Endo, and Clan FF, which are each 7 slots, instead of 14. This is of course, while the EBJ is packing more than double the firepower (UAC 25 +Lasers vs. UAC 15). Which part of that sounds balanced to you?

P.S.: You can still disagree with people, and like them at the same time, the two are not mutually exclusive.

#83 Nightshade24

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Posted 15 August 2015 - 01:00 AM

View PostDawnstealer, on 14 August 2015 - 10:42 AM, said:

I do agree that the costs of losing a side should be a bit more dramatic than a heat spike. Make the mech move at 50%, or something.

only if it gets 300% more range and 500% armour quirks to compensate moving slower then any clan mech in game besides the direwolf...

140 kph with elites, 70 kph with 50% reduction...

Slower then all clan lights, all clan mediums, all clan heavies, all clan assaults minus direwolf. Would be easy kill for anything because clan XL engine? nope, every shot hits your slow CT.


or better idea just not nerf it's speed? it's already slower then all IS lights still besides a bare few minimal. and to be honest 3 of the slowest IS lights going the same speed as the fastest clan light is not a crime.

#84 Shadey99

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Posted 15 August 2015 - 05:46 AM

View PostIraqiWalker, on 15 August 2015 - 12:37 AM, said:

THAT right there, is the wrong way to think. This is a 12 v 12 PVP game. You can't have one side be overpowered compared to the other. Otherwise, why would anyone pilot bad mechs. So we need to implement methods of balancing that. With asymmetric teams being out of the question. This leaves only one option: quirks. Buffs, and nerfs.


No, your way of thinking is utterly positively wrong. This is "Mechwarriror Online', not 'random mech game'. This game can never be 'random mech game' and get away with doing what it wants on the grounds of being a better game. Why? Because people will leave. The only reason I've spent so much money on this game is because it's a battletech game. I've already been upset multiple times by the way they stray for lore (and even logic) in how they have translated things (including how they brought in clan mechs). In the lore the clans were the great challenge of the IS because the clans were just outright better form a tech standpoint. That meant the IS had to use other advantages than tech to make up for the difference. I know I'm not the only person that would leave if it stopped being Mechwarrior.

View PostIraqiWalker, on 15 August 2015 - 12:37 AM, said:

Here's a simplified version : IS XL, you die. Clan XL, you lose some firepower. You tell me how that's balanced. IF we bring 12 IS XL mechs, vs. 12 C-XL mechs, tell them each to pick one enemy mech, and remove 1 ST, and let the IS go first. The match will end with the 12 clan mechs alive, and the 12 IS mechs dead.


Clan XLs are weaker than IS standards, they are the middle ground. After all IS standards you can actually lose both side torsos and be fine. The clans spent hundreds of years figuring out how to remove the problem of IS XLs (how fragile they were). The clans were in every single way meant to be superior in tech. Hell the IS spent hundreds of years _losing_ tech, why shouldn't the clans have better tech? Either way, here a clan mech cannot in any way change it's engine, so they can't chose whether they bring an XL or a standard. So here they get no choice in durability due to engine. Most clan mechs do use XLs because yes there is less issues with clan XLs then IS ones.

View PostIraqiWalker, on 15 August 2015 - 12:37 AM, said:

I used to run the BJ-1X, without an XL engine, you shouldn't take that mech to the field. Tell me which build works better:


Funny, I never ran my BJ-1X with an XL and I did just fine. In fact I did more damage in that mech than any other I own on average. I'm not trying to compete with lights in speed, so that may be why I'm fine with just competing with clan mediums like the storm crow and shadow cat.

View PostIraqiWalker, on 15 August 2015 - 12:37 AM, said:

It's also funny that you used the TDR-5SS. A mech that was considered absolute garbage, until it got quirked to kingdom come, because the IS had no heavies that could hold a candle to clan heavies. The TDR used to be crap because the only to really get it going was with using XL engines, and things like 7 MPLs were insane on it, because of the heat, and the fact that IS MPLs had a ghost heat cap of 6 on them. It wasn't until after clan MPLs started melting the game to slag that IS MPLs got their ghost heat cap removed, and even then, on mechs that aren't quirked as hell for them, they can't do jack.


MPLs were bad because they were hot. But guess what... The clans didn't get these buffs for them MPLs are still that hot. They are also still that hot on any IS mechs that didn't get heat quirks. Then again I will still argue that PGI failed utterly with how they chose to model the heatscale in real time, which gives us all these weapons that require quirks to actually make them work. I've been playing this game since they opened it up to non-founders and I remember quite well all the weapons you just could not take during the life of this game.

#85 B0oN

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Posted 15 August 2015 - 06:53 AM

Guys, stop getting over-complicated all the time ^^

Leg the bake-monos(monsters) finally, for your own mechs sakes .


LEG EVERYONE !
EVER !

#86 Bespoke Cheese Cake

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Posted 15 August 2015 - 04:50 PM

A little story is needed I think.

Kit-Fox and Adder arrive: nah they are too slow. Kit-fox is ok, but only because it has ecm.

Mist Lynx arrives: nah it's too weak to brawl with innersphere lights.

Arctic cheetah arrives: oh $*** clan mechs OP, pgi plz fix!

Conclusion: you got what you asked for and now you don't want it.

#87 IraqiWalker

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Posted 15 August 2015 - 04:53 PM

View PostShadey99, on 15 August 2015 - 05:46 AM, said:


No, your way of thinking is utterly positively wrong. This is "Mechwarriror Online', not 'random mech game'. This game can never be 'random mech game' and get away with doing what it wants on the grounds of being a better game. Why? Because people will leave. The only reason I've spent so much money on this game is because it's a battletech game. I've already been upset multiple times by the way they stray for lore (and even logic) in how they have translated things (including how they brought in clan mechs). In the lore the clans were the great challenge of the IS because the clans were just outright better form a tech standpoint. That meant the IS had to use other advantages than tech to make up for the difference. I know I'm not the only person that would leave if it stopped being Mechwarrior.


This is where the schism between fantasy and reality occurs. The only 2 advantages the IS had were: More numbers, and the clans used Zellbriggen.

In this game, neither of those things are possible. So how else would you balance things out? You also still haven't answered my question: Why should a player fight on the side that will lose 100%?

View PostShadey99, on 15 August 2015 - 05:46 AM, said:

Clan XLs are weaker than IS standards, they are the middle ground. After all IS standards you can actually lose both side torsos and be fine. The clans spent hundreds of years figuring out how to remove the problem of IS XLs (how fragile they were). The clans were in every single way meant to be superior in tech. Hell the IS spent hundreds of years _losing_ tech, why shouldn't the clans have better tech? Either way, here a clan mech cannot in any way change it's engine, so they can't chose whether they bring an XL or a standard. So here they get no choice in durability due to engine. Most clan mechs do use XLs because yes there is less issues with clan XLs then IS ones.

If by weaker you mean: they give relatively the same survivability, while letting you be faster, and bring more weapons, then we agree.

The C-XLs are actually superior to IS STD engines. Think about it: How many IS mechs can actually use STD engines efficiently? There are only 2 zombie builds in the entire IS stable, and the both pack AT MOST 2 MPLs, in the CT.

In order for an IS mech to use a STD engine it has to give up a lot of firepower, and more than 90% of IS mechs don't have zombie set ups. The clan mechs bring full firepower, while having almost as much durability.

There is no scale where the IS STD engine is going to be more useful, or beneficial than the C-XL engine.

If I could mount C-XLs in my Atlas, I would do it, without question. Only time I would hesitate to use it, is if I want an AC 20, but why would I bother with that, when I can bring a Gauss rifle, and not fear instant death, instead.

View PostShadey99, on 15 August 2015 - 05:46 AM, said:

Funny, I never ran my BJ-1X with an XL and I did just fine. In fact I did more damage in that mech than any other I own on average. I'm not trying to compete with lights in speed, so that may be why I'm fine with just competing with clan mediums like the storm crow and shadow cat.

You compete with them in a slower build, with less armor, and weaker weapons, and fewer DHS? That's not a competition, that's a foregone conclusion.

View PostShadey99, on 15 August 2015 - 05:46 AM, said:

MPLs were bad because they were hot. But guess what... The clans didn't get these buffs for them MPLs are still that hot. They are also still that hot on any IS mechs that didn't get heat quirks. Then again I will still argue that PGI failed utterly with how they chose to model the heatscale in real time, which gives us all these weapons that require quirks to actually make them work. I've been playing this game since they opened it up to non-founders and I remember quite well all the weapons you just could not take during the life of this game.

Their ER-MPLs are almost twice the range, and 1.3 times the damage. They are effectively 2 ton 1 slot IS LPLs. They should be hotter for all those benefits. I need to bring a 2 slot 7 ton weapon to match them.

Do you see how this is a problem in a 12 v 12 PVP game?

If you play RTS game, what you are asking people to do is pick a side that will never go above tech 1 (in an RTS), while the other side gets all their upgrades, and end game units.

Using a MOBA analogy: you are asking one team to never use their ults, and top tier items, while the other one gets to use everything.

How is that balanced?


By the way, balance does not mean equality. This game is centered on Asymmetric balance.

View PostBespoke Cheese Cake, on 15 August 2015 - 04:50 PM, said:

A little story is needed I think.

Kit-Fox and Adder arrive: nah they are too slow. Kit-fox is ok, but only because it has ecm.

Mist Lynx arrives: nah it's too weak to brawl with innersphere lights.

Arctic cheetah arrives: oh $*** clan mechs OP, pgi plz fix!

Conclusion: you got what you asked for and now you don't want it.

Except the Cheetah isn't OP because of it's function. So much as overdone quirks, and crappy hit reg. Also, Clan tech has been on the OP side for a long time now. The game's balance is improving slowly, but there are still issues that need to be fixed.

Oh, and by the way. Here's a little math for you.

Firestarter has 48 Leg HP, and it's a 35 ton light, that dies to single ST loss. Has JJs.

ACH has 52+ leg HP, and it's a 30 ton light, that doesn't die to single ST loss, has ECM, and JJs.

I love my ACH, but I will not stand here and say the mech is balanced. Not when it takes every problem we have with the FS9s, and throws more on top of them.

Edited by IraqiWalker, 15 August 2015 - 04:54 PM.






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