After tukkayyid, and the last patches, i came to some conclusions that i want to share with you.
- Clan tech / mechs are in most part inferior to IS mechs / tech.
- The last nerf was a clan killer, and the IS buff the confirmation of superiority.
Most of the clan loyals complained about this patch, for obvious reasons, while the most IS loyal teams welcomed it. The competitive merc teams said that the balance was good is some aspects, bad in others.
So, as player that have both been in teams of IS and Clans i came to conclude the following.
- Tukkayyid was not won by the clans, it was won by the competitive merc teams. Why were they Clans? Simple, more drops, alot less time waiting. Were they as an IS faction team, they would rolled over any loyal clan team.
- Why the majority of people are IS then? If clan teach/mech is better? Because it is not... Regarding clan tech and mechs, are actually more dificult to use than IS tech/mechs. Takes a while to get used to, and if you tend to do a mistake, one will be destroyed alot easier. As such, clan tech tends to make a better pilot, and if in an organized team, it will make the diference.
With IS mechs, if played well and making use of the current meta with the super-quircked mechs, they can be a monster in battle. I can give you the example of Il mechwarrior, an italian player that made some experinces in CW with IS and Clan meta mechs. IS wins with a huge margin!
- So, how to balance a game with a huge fan base, that has a huge lore behind it, and how to please the majority of its players considering balance/lore/gameplay/MMO? Not an easy task and PGI knows quite well how a fan base, wich the majority of its people are in their 30, that knows alot about the lore, can be a very dificult fan base to manage and to please.
Regarding the last paragragh, i thought of the following, a way to make Lore legal and put the game balanced. For that, lets look at what made IS win, in the lore, in tukkayyid, and operation Bulldog after!
Considering CW:
- Supply lines, numbers, economy! So, how to implement this in the game? Simple, put a full companny of IS mechs (20) vs a clan binary (10) in CW matches!!! This way, IS would get a huge superiority in numbers while the clans couldn complain since this is LORE!
- Unnerf the clans and their tech to what they were when they first came out. Keep the engines and equipment unchangeable as they are now. With superior tech, as the lore demands it, clan players can deal with the high number on the IS side.
- Reduce the super quircks on IS mechs, keep them, but not in a way to make them meta! F.example, the AC20 quircks on the hunchback 4G. Remember that any IS mech is using the superior tech of the Star League (double heatsinks for example) in CW matches, so the tech gap is not has it is in the Lore.
- Introduce Repair stations in CW maps only and exclusevly to IS teams. That way, a mech could repair armor and internals and get back to fight the clanners.
- Put double heatsinks as what they are suposed to be, double! IS heatsinks, besides taking 3 pod spaces, and after the last patch, are still 1.5, very far from the 2.0 of what they are suposed to be... And clan double (single!!!) heatsinks? With 1.1 heat limit they are more of single heatsinks than actually double, and occupying 2 pod space... again, put them with 2.0 like IS double heatsinks. To make this a bit tougher, reduce heat dissipation on both.
- Increase tonnage on IS drop decks! Without the super quirks, IS will need more tonnage, and again, that is LORE legal.
- Keep the nerf on the clans regarding the loss of a side torso.
- Introduce more support artilleries like the tomboy on IS side and not on the clan side, as i said earlier, supply lines, numbers and economy is what makes IS superior to the clans, not nerfing or super quirking.
- Introduce economy in CW. With some historical planets with factories and industry levels. The team that controls it, get those mechs for a small fee, or even c-bills.
- Introduce diferent weapon manufacturers, and those could replace the quircks for IS. For example, one manufacturer makes a medium laser that does less range, but more damage. Another makes one that goes further but more heat. Clans wouldnt get access to those. The planets having these manufacturers would be a prime target between IS factions.
- Put the merc units only against other merc units, and the loyal teams vs other loyal teams.
The merc units would only atack selected planets by the loyal units, these planets could be defended by other merc units. Dont allow clans to use mercs. This way, the clan units would have only loyal units that could fight against IS loyal units and mercs.
- In sum, make CW more atractive, lore legal, giving to each side the advantage it is suposed to have.
Regarding pug drops, i have the solution for that also.
- return to the 8vs8, with that number, more people could be grouped up toghether and would not be needed to to wait long.
- do only clan vs clan / IS vs IS, that way the game wouldn be biased to any side.
To sum it all, i think that these changes would be very well accepted by all. Everyone needs to remember that a game balance should never be acording to the competitive team standarts, so their opinion shouldn never have the weight that it has in our fan comunity.
So please, analyze this everyone, what do you all think about it?
If i think of more, ill be sure to post here.
Edited by Spadejack, 10 December 2015 - 06:58 PM.