Why drop an executioner when I can drop a timberwolf?
Ebon doesn't have jj's or quirks or as much armor/not as tanky as the summoner.
Stormcrow doesn't have jj's or quirks and takes up 5 more tons.
Timberwolf doesn't have 13 energy or as much armor/not as tanky as the Executioner.
Obviously the Timber, Stormcrow, Ebon, Hellbringer, Arctic Cheater, and Dire Wolf are the best, im not disputing that fact. Everyone takes them because those mechs are the easiest way to win in this game, and most of the people who pilot them are so bad at the game they need all the help they can get. The pro's pilot them in competitive matches because they want to win and will do anything they possibly can to get the win. But so many people just throw in the towel and refuse to pilot anything else or acknowledge that the other clan mechs are still good, you just need to L2P.
Ive dropped in my Gargoyle in CW and ive gotten over 3000 damage and 16 kills, never lost my mech, with probably one of the highest match scores in the entire game. Pilot skill is 90% of this game, mech and build 10%.
But so many people just throw in the towel and refuse to pilot anything else or acknowledge that the other clan mechs are still good, you just need to L2P.
The Mist Lynx is one of the worst lights in the game. A good light pilot is a bigger asset to the team running a Locust w/ ECM over a Mist Lynx w/ or w/o ECM.
Honestly when it comes to fixed equipment, you're only punishing the mechs no one takes.
I would love to buy an executioner but the 12 tons of locked equipment just makes it a bad heavy.
I would love to create a dakka nova, but fixed heatsinks are worthless and I don't need that many jump jets.
I would love to create some fun ballistic warhawk builds, but nope tons and tons of fix heatsinks.
So what to people take instead? Ebons, TBRs, Direwolves.
People choose to bring nothing but the popular clan mechs because so many clan mechs are stifled by their fixed equipment.
You want to see summoners, warhawks, executioners, novas with fun diversified builds running around the field? Unlock their equipment and let us choose.
This video does a great job of explaining this.
Greetings Sader325.
I will start by answering your last question first: I prefer your videos that are scripted over the free flow.
Onto your discussion:
I disagree.
Omni Mechs, or at least the idea of the Omni Mech was done in this way for multiple reasons - one was to distinguish them from Battlemechs, and the other was to off-set the insane unparalleled firepower at the disposal of Clan mechs. The upcoming Clan Battlemechs, of course, are going to throw this system for a loop, but that's a conversation for another day.
Assuming Omnimechs had no locked equipment, and Omnipods, and Clan weapons, the system would be even further out of balance than it is now, between Clan tech and Inner Sphere tech. In a game where you have two sides fighting an asymmetrical battle, there has to be a give and take to attempt to balance the forces - such as Starcraft, League of Legends, and so on. Clan mechs have VERY little give for a significant amount of take.
What I mean by that is, the only thing that limits Omnimechs is space. It isn't weight - every clan weapon weighs significantly less than the Inner Sphere counterpart. I won't even go into shooting farther and dealing more damage (while also taking up less space...). Locked hardpoints prevent even more powerful meta builds than already exist in the game, and go a very long way to keeping Inner Sphere mechs even playable.
You said it yourself - unlocking those fixed components would bring every Clan mech up to be more competitive with the Timberwolf (while simultaneously INCREASING the viability of the Timberwolf in the process...). Okay - and what of the Inner Sphere mechs who are already dramatically reliant on massive compensatory "quirks"? Do you really want a game where every IS mech gets large laser quirks like the Wolverine? Your proposed change would be a huge step in that direction.
Aresye Kerensky, on 07 October 2015 - 01:51 PM, said:
The Mist Lynx is one of the worst lights in the game. A good light pilot is a bigger asset to the team running a Locust w/ ECM over a Mist Lynx w/ or w/o ECM.
Ive gotten plenty of good games in my 4 er med mist Lynx. Its under rated.
They could do something logical to see what would happen, you know, like running it on the test server to see how it affects play and balance. Unfortunately, PGI's track record for doing things that make sense is pretty bad....
Hell even doing it on live and watching it play out for a week or two and reversing the changes if necessary. Balancing changes should happen much more frequently then they are now.
Everything is being balanced for the 3-4 Clan mechs that work, not the 8 or 9 that don't. Shouldn't it be the other way around? No? Then get rid of fixed Clan equipment and jump jets so all the Clan mechs are equal.
Aresye Kerensky, on 07 October 2015 - 01:51 PM, said:
The Mist Lynx is one of the worst lights in the game. A good light pilot is a bigger asset to the team running a Locust w/ ECM over a Mist Lynx w/ or w/o ECM.
depends on the version of the locust and the build of the lynx; i bet 4 ml mlx is better than most of locusts
anyway, mlx is the only filler if you want to bring 2 tbr and 1 hbr/ebj, it already makes her useful
Haven't we had enough concessions with Clan fixed equipment? First the Adder gets it's Flamer unlocked, and now we want all locked equipment removed! Sheesh! Where does it end?!?
Ok, seriously though, I suppose on a case by case basis certain equipment could be unlocked (like the Adder's Flamer), but I wouldn't ditch the system all together. It does help keep things balanced out.
Everything is being balanced for the 3-4 Clan mechs that work, not the 8 or 9 that don't. Shouldn't it be the other way around? No? Then get rid of fixed Clan equipment and jump jets so all the Clan mechs are equal.
It isn't though. Nothing is being balanced. Clan mechs have been drastically superior for over a year. PGI isn't balancing anything. It's been a year since the quirkening. We should have gotten patches of that magnitude every month since beta, but PGI doesn't like to change anything. Unless it's something like good graphics, then PGI removes them.
It isn't though. Nothing is being balanced. Clan mechs have been drastically superior for over a year. PGI isn't balancing anything. It's been a year since the quirkening. We should have gotten patches of that magnitude every month since beta, but PGI doesn't like to change anything. Unless it's something like good graphics, then PGI removes them.
And the good clan mechs will still be good, and the bad clan mechs will be on or near their level.
Another issue with Clan battlemechs is also their players. When was the list time you saw a group of clan players fighting in star formation (5 mechs btw)? For that matter when was the last time you heard of clan players offering battle terms, or having for that matter to bid against each other to attack a given target? The clan as represented in game is missing it's cultural limitations so half it's balance is out the window before anyone starts talking about if or if not the 'mechs are broken and if things should be unlocked. I understand this is basically a arcade representation of BT but still, the makers of MWO apparently cherry picked the eratta behind the BT universe also. So yes the game is entertaining, but still flawed in a way I doubt they are going to correct.
Huh. Weird. I have alotta fun with my Blackhawks and Man'o'Wars in CW. Even the Loki gets some love from time to time. Heck, I'm actually training up my Daishis because there's nothing quite like bringing a slow 100 ton knife fighter to a snipe fest.