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Community Warfare Clan Vs Is Balance
#1
Posted 17 December 2015 - 05:18 AM
One way to solve this issue is to bring the clan heat down, damage up, and weapons ranges up. Another would be to remove the extra 150 armor/structure mechs like the Catapult get through quirks, which increases the total health of the mech by roughly 25%. Or reduce the Inner Sphere weapons ranges accordingly, so that IS mechs with 25% energy range bonus don't have medium lasers that have a longer optimal range than Clan mech ERML's, and much longer maximum range than Clan mech ERML's.
Perhaps give all clan mechs 15% or 20% bonus to their top speed and torso twist rate, and acceleration, on top of what bonuses they may already have. I don't know. Something really, really needed to change to improve the clans for the last ~16 months, but all the attention they receive up until the ~Tukayidd 2 hot fix patch, or the UAC adjustment, has been negative, while the IS received the opposite treatment. In general, the Clans have been handicapped in CW nearly since release.
#2
Posted 17 December 2015 - 06:32 AM
#3
Posted 17 December 2015 - 06:51 AM
#4
Posted 17 December 2015 - 07:42 AM
#5
Posted 17 December 2015 - 09:00 AM
just then maybe the thinking will begin
not a single second earlier
#6
Posted 17 December 2015 - 09:03 AM
Russhuster, on 17 December 2015 - 09:00 AM, said:
just then maybe the thinking will begin
not a single second earlier
There is a lot fun lost in many chassis, and these do belong to both sides. There is still a lot fun in IS anc clanchassis, but this fun is unhealthy (aka unbalanced bcuz op) compared to the rather unfun chassis.
Edited by Lily from animove, 17 December 2015 - 09:04 AM.
#7
Posted 17 December 2015 - 09:25 AM
yah lets thank pgi for considering our health so deerly
Edited by Russhuster, 17 December 2015 - 09:25 AM.
#8
Posted 17 December 2015 - 09:39 AM
#9
Posted 17 December 2015 - 10:32 AM
Edited by VorpalAnvil, 17 December 2015 - 10:33 AM.
#10
Posted 17 December 2015 - 02:12 PM
#11
Posted 17 December 2015 - 06:26 PM
this gonna be gud read on forums next few days.
#12
Posted 17 December 2015 - 07:23 PM
Doomerang, on 17 December 2015 - 05:18 AM, said:
[Redacted - Player disagrees with above statement.]
Edited by John Wolf, 18 December 2015 - 08:57 AM.
Unconstructive
#14
Posted 17 December 2015 - 09:29 PM
#15
Posted 21 December 2015 - 04:42 AM
Those quirks like +20%, +30% Energy range - in the end comes out that even Stock, not mastered IS mech will have better range with the same ERPPC or ERLL then mastered Clan mech, with even T.Comp 7, and weapon range module. The same for brawl type mechs, with those quirks for less Cooldown, less Heat, and others. In total we can say that those quirks give great upperhand to some particular IS mechs, but! What PGI is missing in their calculations - players who use those mechs only, because why not? It's OP, and i don't have to bother myself, who don't like the easy win? It has quirks for LPL? Then i'll use only them, for ERLL - i'll fill all the hardpoints i can with ERLL then.
And that's what break balance and teamplay baces completely. You don't need that teamplay if you just can take mech with range quirks, get 5-6 ERLL in it and just stay and shoot from distances where you can't be countered during all the CW match, or plant 3 LPL and some 5 mediums and go in solo, killing any mech from 1 or 2 full alphas, why do you need that team then? And you can do them easily whyle enemy will only manage to shoot once, because you have lesser ghostheat restrictions, much greater heatsink capacities, and quirks on weapon cooldown.
And let's see what do we have in total:
1. Clans have the range advantage on their weapons in common, but if IS goes in range with range quirked mechs (and they are going, because they are build for that) - they have better range, better alpha (because of ghost heat restrictions), better dps (cooldown quirks, and heat capacity).
2. Then maybe Clans must have better options with missiles? But no - rebalance mostly buffed IS missiles because they are hitting all one in a time, when Clan missiles are hitting in a volley, and are good for mostly continues fire on some targets that are walking through the open field, and not staying near the cover. How often do we see that in CW games? And how the streaks are spreading damage now, with all those structure quirks for all the mech parts, they went far away from effectiveness.
3. Clan ballistics then maybe, and all the close range brawl? But nope again - we all know what Clan ballistics are with that spreading damage. And as for brawl - trading alphas or going in direct contact are not effective due to yet again - ghost heat restrictions that gives IS much bigger alpha strike, heat capacities that makes most of the Clan brawl builds to shutdown after 2, or maybe even 3 alphas (when IS analogs are not going to do than), numerous structure quirks, that make IS mechs even more harder to deal against.
So in what "OP Clans" are actually stronger then? Because all the quirk system lead the game to not variety of multiple mechs, choices, and strategies with the teamplay - but to the "clonewars" with all the same mechs with the same builds, because they are simply unmatched.
#16
Posted 21 December 2015 - 06:35 AM
1) Tons of fresh meat
2) CW appearing to be centerpiece of game, fresh meat going up thinking this is where it is at. Get to drop with 4 mechs!!!!!
3) IS mechs quirks have a small drop in percentage, weapon-wise but structural quirks are built up (remember, IS-XL ST loss kills a mech)
4) Clan mechs have ERML and smaller range weapons max distance reduced.
5) CW tonnage increased on both side. PUG-wise, imho, IS benefits more if taking Trial mechs than Clans
IS - King Crab/Atlas, T-Bolt, Enforcer, Hunchback. (265 tons) Replace the previous HB w/Jenner/Raven
Clan - T-wolf, E-Jaguar, Stormcrow, A-Cheetah (225 tons) 25 tons to spare
Clan2 - T-wolf, Stormcrow, Shadowcat, Cheetah (205) T-wolf could be replaced w/Exe
Essentially, it is the timing of everything that was done at the same time that affects Clan newbie pugs more so than IS newbie pugs, especially when it comes to the drop desks.
Edit- for the mechs with C-ERML, people need to remember they play more like a lite Large Laser than a std medium laser, even with the max range cut. How many of you play IS mechs and would put 5 large lasers on a mech and run them as if they were med lasers? Clan mechs have a steeper learning curve due to what little heat management there is in the game.
Edited by Tarl Cabot, 21 December 2015 - 06:43 AM.
#17
Posted 21 December 2015 - 10:05 AM
Then new/inexperienced players will join Clans more often. Giving IS more opportunities to win.
New players are limited by their mechbays when mastering a mech. They have to buy then sell mechs due to only having 4 mechbays when they start the game. A lot of money is wasted because of the need to sell an engine along with a Clan variant. When you sell anything you get less than half the value.
The IS can strip and swap engines when ever they want. Holding as many engines as they want, unrestricted by mechbays. This is a significant savings when working with IS mechs.
#18
Posted 22 December 2015 - 07:19 AM
There as less clan mechs than IS mechs in the game. A few underperforming clan mechs have more of an impact on the clan lineup as there are less clan mechs. Only going to see more HBR, TBR, EBJ, ARC all with laser vomit which gets boring. I really hope PGI has something in the works for the lesser used clan chassis and weapons to make them more desirable.
#19
Posted 22 December 2015 - 07:59 AM
And PGI strategy for Clan is not
Try to improve anything what is not competetive but Nerf everything down till its worse than the worst chassis now so the (now)worst chassis will be used
Till the next IS howling whine comes around the corner
but hope dies last they say
Edited by Russhuster, 22 December 2015 - 07:59 AM.
#20
Posted 22 December 2015 - 05:27 PM
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