SmokeJaguarSix, on 11 September 2015 - 10:15 PM, said:
While we all understand the desire to balance Inner Sphere Mechs against Clan Mechs, MechWarrior is based on Battletech is based on MechWarrior. PGI is always talking about Clan invasion and counterstriking etc etc etc.....the whole point of the Clan invasion is that the Mechs of the Inner Sphere are NOT balanced against the Clans. It took the Inner Sphere decades of Mech, engine, armor, cooling and weapons development to bring their Mechs up to par with Clan Tech in order to meet the threat and they had lots of help from Wolf's Dragoons and the Helm memory core not to mention Comstar. That is because the Inner Sphere had underwent 300 years of technological regression while the Clans had gone through 150+ years of progress based solely on the perfection of war.
In short, balancing Inner Sphere Mechs against Clan Mechs in the 3050-3054 era nullifies the entire point of the invasion! If you do that then why bother with the Clan invasion at all? You might as well go back to the 3025 era where all weapons are simplified and the Mech, pilot and tactics make all the difference and the tech level has nothing to do with it.
We understand that PGI wants MWO to be its own game and animal but you call this MechWarrior and its licensed under the MechWarrior theme. If you're going to use Battletech/MechWarrior canon then you cant just throw out the most important aspect of the Clan invasion and still call it such.
Clan Mechs are SUPPOSED to be outbalanced against Inner Sphere Mechs, not just a little bit but by a lot.
That said, there was balance in the way the Clans fought. They worked only loosely as a unit. They fought individual battles (duals) and were highly limited by Bachall and underbidding.
Rather than balance Clan Mechs with Inner Sphere Mechs and totally change the entire system which right now is working quite well, you should balance the pairings.
Instead of pairing similar tonnages and Mech Classes of Inner Sphere and Clan Mechs against each other, pair Inner Sphere Mechs against Clan Mechs, Clan vs Clan and Inner Sphere against Inner Sphere only. Don't mix tech types within teams.
Further, when Clan teams face Inner Sphere teams, base teams on the battle values of those Mechs with equal battle values per team. That way the pairings are evenly balanced, tactics matter, and Clan teams cant possibly be over-balanced because the Inner Sphere teams will be either heavier or the Clan teams will be lighter.
This is how it work in CBT gameplay and it works very well.
Clan Weapons are supposed to have longer ranges. The weapons are supposed to be lighter and hit harder. Clan Mechs are supposed to carry more weapons and do more damage. But Clan weapons also often have significantly higher heat levels, and Clan Mechs often have significant heat issues meaning they have to be managed much more carefully. A missed Alpha strike or an Alpha strike at the wrong time results in death by shutdown....
Inner Sphere Mechs do much better at close range than long range and brawl very well. I.S. Mechs also weather damage very well (fewer XL engines), are team centric and focused on EW, and use massed fires and ambushes to balance out battles. Missiles and Autocannon become more important for softening up mechs at long range. Clan get very limtied Artillery strikes and Aerospace strikes (while the Inner Sphere use them often).
Give Clan Mechs point penalties for massing fires on a single Mech while IS Mechs get bonus points for the very same tactic (or maybe not penalize Clans for that tactic but they cant earn "honor" points for those tactics. Clan Mechs could get bonus points (or maybe honor points) for duel (solo) kills, while Inner Sphere pilots gain factional or Merc points for ambush tactics, scouting, spotting, recon, back shots etc. Clans get penalized for Backstabbing (back shots) or ramming since those are dishonorable tactics (aka Dezgra).
In short, balancing Inner Sphere vs Clan as per lore and long established canon shouldn't be about nerfing Clan tech or beefing up IS tech, it should be done through Pair/team Balancing, rewards and tactics. Otherwise, you might as well just go back to the 3025 era or jump ahead to 3060 because during the first years of the Clan invasion Clan Mechs are supposed to be over-balanced. That's part of the fun of playing those years.
all of this... ALL of this...
if you don't do this, you should just rename the game to "Russ's Robot Rampage"
don't lie to us; this isn't mechwarrior
another issue with this game is that mechwarrior isn't just about mechs... its about tanks, footsoldiers, and airships. Unfortunately, we won't see these, but you could at least give us the bare minimum of correct mech gameplay...
as for the "forcing people to play the innersphere/destined to have lower k/d side" issue, why not pay innersphere players more? this way, people have to choose between making decent money and having a POTENTIALLY higher K/D (which in this game isn't really that important in the first place)? it would make sense canonically; clan was more about honor than money. Besides, its not like people can't own both types of mechs.
Edited by fuguzawaz, 13 September 2015 - 01:21 AM.