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Community Warfare Clan Vs Is Balance


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#21 Carnyhands

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Posted 22 December 2015 - 06:30 PM

View PostDoomerang, on 17 December 2015 - 02:12 PM, said:

Here are screenshots of eight recent Clan vs IS Community Warfare matches. I hope I am posting these correctly. In general this is what my CW experience is an accurate representation of my community warfare experience as a Clan player since CW debuted.

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The majority of your screenshots show a 12 man SWOL (even hiding it, I know you are SWOL) getting stomped by 12 IS skittles, which is really nothing new nor surprising.

#22 habu86

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Posted 22 December 2015 - 08:35 PM

Before heading into the wall of text, I just want to make it clear that what follows is not QQ, but simply my assessment after a weekend with a lot of CW drops. So here goes.

I think the latest balance pass, combined with the previous tonnage limits (i.e. 240 Clan v 250 IS) created as close to an ideal balance as I'd ever seen in CW. There was still enough room for the Clans to use those areas where they still held an advantage (mid-range alphas, higher mobility, prevalence of jump jets, very light SRM launchers, etc.) in order to extract a victory.

The increase in tonnage, however, has helped IS far more than the Clans because the selection of *viable* clan Omnimechs is much smaller. Theoretically, all that clans have to do in order to match the IS tonnage curve for a drop, is pick something 5 tons lighter than what an IS drop deck would field. However, in practice, the Clan lineup is full of holes with respect to OmniMechs (the IIc BattleMechs might offer some additional flexibility there, but they are still not sufficiently widespread) that offer viable tonnage. Here's a quick and dirty rundown of some of what I've seen IS field and what the 5 tons lighter option for the Clan OmniMech would be:

Atlas/King Crab 100 tons vs. Executioner 95 tons --> Executioner has only 25 tons of pod space available... the 12 SPL thing aside, Clans can legitimately run equally hard-hitting loadouts in Ebon Jags, which are smaller, faster, and less likely to draw to attention during initial stages of a fight. Combined with the Atlas's extraordinary durability and the Clans' heavily nerfed heat capacity, it is very doubtful to me that a Clan 12-man can successfully stop a push by an equally-skilled IS 12-man running 100 tonners, with a single wave of mechs.

Banshee 95 tons vs. Highlander IIc 90 tons --> I know I said only OmniMechs, but Clans don't have a 90 ton OmniMech. Anyways, not sure about this matchup (i don't own either of these), but hardpoint-count wise they're about even, so it comes down to the Banshee's durability and quirks versus the Highlander's lighter and longer-ranged weapons and XL viability

Mauler 90 tons vs. Warhawk 85 tons --> the Mauler's durability, heavy dakka and missile loadouts, combined with the ease with which Warhawks get their STs blown out make this a stomp even in a one-one situation, never mind a coordinated battle

Battlemaster/Stalker 85 tons vs. Gargoyle 80 tons --> roflmao. End of assessment.

Zeus 80 tons vs. Timberwolf 75 tons --> I expect the TW to win most of these engagements, even as heavily nerfed as it currently is. Tier 1 comp might no longer exclusively consist of TWs and DWs, but, when push comes to shove, the TW is still king.

Marauder 75 tons vs. Summoner 70 tons --> As tanky as the Summoner is, the Marauder is tankier still, and outguns the OmniMech by a wide margin.

Grasshopper/Cataphract 70 tons vs. Ebon Jaguar/Hellbringer 65 tons --> Can go either way, depending on engagement range. Ebon and Hellbringer have the upper hand if they can force a mid-range fight due to heavier alphas. Grasshopper has range advantage thanks to quirks. The Cataphract will simply outlast the Ebon Jag at close range, where it cannot get behind cover. Hellbringer might still have the upper hand over the 'Phract thanks to XL engine.

Thunderbolt/Catapult/Jagermech 65 tons vs. MadDog 60 tons --> I think the SplatDog should have the upper hand at close range over the Catapult and the Jagermech. TDR will, in all likelihood, wreck the MDD, unless ambushed from behind.

Dragon 60 tons vs. Stormcrow 55 tons --> The Stormcrow should still have the upper hand.

Wolverine/Griffin/Shadowhawk 55 tons vs. Nova 50 tons --> The Nova's pitifully low speed puts it at a disavantage as all three IS chassis can go faster and seize the initiative. The Hunchback IIc appears to be a beast, but, again, is not sufficiently widespread for its presence to be counted on.

Hunchback/Enforcer/Centurion 50 tons vs. Shadowcat 45 tons --> Maybe it's just me, but with its higher speed, MASC, and copious jumpjet quantity, I feel confident taking on any of the Spheroid designs in my Shadowcat.

Blackjack 45 tons vs. ??? --> The BJ-1X is currently a Tier 1 Mech, while the Clans have no 40 tonner, so the next lighter OmniMech option would be the 35-ton Adder. Dunno how many people would want to be the Clan pilot in that matchup.

Lights - not going into them. They are an important part of the deck, but if you end up counting on them to carry the match, something has either gone horribly wrong, or the match is a 40-40 nail biter, where pilot skill, will to win, and ability to avoid mistakes will be the deciding factor. The Clans' lack of a 20-tonner, does, however, put them at a disadvantage should they attempt to gamble by front-loading their tonnage as much as possible.

I've also intentionally skipped over Direwolves due to the fact that bringing large numbers of them into the field generally makes no more sense than it did to bring large numbers of Atlases and King Crabs for IS, when IS tonnage limit was 250.

So where does this leave us?

PUGs still die in droves due to inexperience and poor loadouts. If the tonnage increase was meant to help them, I'd say it failed. The higher tonnages only mean that, in a largely PUG environment, good pilots will have an easier time getting their 2.5k, 3k, 3.5k, etc. tags. Will CW's apex predators hit 5.5k or even 6k? I, myself, had my three 2500+ dmg matches in two days, despite having previously struggled to even come close to 2k; I know I didn't somehow just "git gud".

What troubles me, however, is this. I have dropped with premades from several units over the weekend, since the tonnage increase, and was lucky enough to encounter several other large groups, on both offense and defense. The tonnage increase has been a powerful buff for IS organized groups. Demonstrably weaker units have been able to hold a solid line until the final wave and slightly weaker units have been able to handily overcome stronger units. Where skill levels are comparable, the Clans got slaughtered, despite people bringing their A-game.

I also dropped as CGB against a Wolf planet, in a match with mostly PUGs on both sides. Two things struck me: the first was how painfully green so many pilots were. The second was how much faster Clan mechs seemed to go down than what I'd gotten used to.

To my mind, the simple fact of the matter is that, as things stand, there are huge gaps in the Clan lineup with respect to 'mech viability, and that a Clan first wave is likely to be 100-200 tons lighter than the opposing IS wave. The next one probably will too. We laugh when thinking about the Steiner scout lance, but the whole matter stops being funny when you're actually dropping against one in a pitched battle.

That being said, I don't think that unnerfing Clan tech is necessarily the answer. Yes, this whole thing could be addressed by raising Ghost heat threshold on Clan Large Lasers to 3 and undoing their range nerfs, buffing Clan DH capacity and ERPPC speed, and unlocking internals, which would likely bring balance back to CW. However, this would happen at the cost of, IMO, breaking the balance in regular queue. The previous status quo with the Clan 240 tons vs. IS 250 tons, wasn't perfect, but the gap felt closer than at any other point in the past.

Again, this is not QQ; I played IS almost exclusively before the latest balance pass and remember all too well what it felt like to be greeted by a wall of yellow light and gauss rounds whenever I pushed through a chokepoint, or to have JJ-equipped Clan mechs push straight into our line and overwhelm us with superior firepower.

All it did was force me to harden up, to learn, and to try to get better. I'm also heading to Steiner in a couple of days and will take no small measure of enjoyment in introducing Atlases and King Crabs to my Marauders, should the Clans not be enough of a challenge. And I expect that when (not if) I run into KCom, they will still wipe the floor with me, tonnage disparaties and tech base nerfs be dammned.

Edited by habu86, 22 December 2015 - 08:47 PM.


#23 Commander A9

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Posted 22 December 2015 - 09:18 PM

What genius thought that the current 250 - 265 tonnage mismatch was a brilliant idea? Did they run out of ideas about how to finally have PGI beat Clan players?

Yeah, that's great! So now with my nerfed-to-**** hot-as-balls Timber Wolf, I have to fend off three assault mechs per game!

PGI, don't ever do this to me again!

I don't care what you have planned for the future! I watched your press conference during the Steam launch-then all my excitement fizzled after you punished Clans for winning Tukayyid again by doing THIS crap! You need to fix what you have NOW before you go trying to get anyone to buy anymore of your product!

Edited by Commander A9, 22 December 2015 - 09:18 PM.


#24 Rattazustra

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Posted 23 December 2015 - 01:38 AM

Until dropdecks are equalized across the board any claims of balance by PGI are a blatant lie because of the incorruptible laws of math.

Either the game is completely broken right now in CW or it is completely broken right now in public drop.

Nothing else is possible, because this is a basic mathematical concept. If (tonnage)X equals (tonnage)Y in one game mode, then (tonnage+15)X cannot still equal (tonnage)Y in another. That that only assumes a linear complication here, while in actuality it is far more complex.

Edited by Rattazustra, 23 December 2015 - 01:39 AM.


#25 Wildstreak

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Posted 23 December 2015 - 01:04 PM

Dropdecks also suffer because of Trials. All arguments of who should play CW aside, if a new player tries CW now
as IS, he has 2 Mechs of equal tonnage at each weight class with (C) designators designed by the community.
as Clan, he has 1 Mech in each weight class designed by the community and of the last 4:
- The Adder is too hot stock
- The Shadow Cat needs MASC skill, while needing to learn Gauss this may not be the Mech for it
- Who the heck though the stock Ebon Jaguar C was the one to choose?????
- The Executioner is meh due to too many weapons on the stock loadout.

IS can be flexible to the new player with decent builds to make a deck.
Clan, there is only one deck to run: Cheetah, Scat, Timber, Dire maybe Executioner

I have tried starting a new request for more community designed Trials Clan side because we only have 4 out of 17 chassis not counting IICs.

#26 Rattazustra

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Posted 24 December 2015 - 02:03 AM

The trial mech selection has always blatantly favoured IS players.

Until recently clan trials were worse than junk. Now half of them are slightly better than junk and some are good. Can't be compared to the powerful selection IS players have at their disposal. This is a big balancing factor in pug groups, where often IS not only has the better mechs, but also better builds of those mechs. I don't play pug queue very often, but when I do I see a lot of weak clan trials fighting strong IS trials at least 10% of all the mechs fielded. That is often enough to decide a match.

#27 D A T A

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Posted 24 December 2015 - 07:58 AM

My unit yses IS dropdecks
We farm clan peps all day long, ms and kcom included.
IS dropdeck is op and that's it
-All max range on clan weaps must be restored
-all nerfs on clan mechs removed.
-cerml heat 5
-Cerll range 800
-gauss cooldown back to 4 for both
- all clan uacs jamchance 30% bonus by default.

Actually IS spam of lpl and erll on 25% ish quirked mechs is OP

#28 Fr4pes

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Posted 24 December 2015 - 08:25 AM

View PostIL MECHWARRIOR, on 24 December 2015 - 07:58 AM, said:

My unit yses IS dropdecks
We farm clan peps all day long, ms and kcom included.
IS dropdeck is op and that's it
-All max range on clan weaps must be restored
-all nerfs on clan mechs removed.
-cerml heat 5
-Cerll range 800
-gauss cooldown back to 4 for both
- all clan uacs jamchance 30% bonus by default.

Actually IS spam of lpl and erll on 25% ish quirked mechs is OP


I like the MS farm joke , it was cute Posted Image
I agree about the clans needs to get improved a bit ,it is hard nowadays.
Also, i had the impression that when they anounced the extra hit point and armor quirks in IS mechs they said that they gonna do it and then remove the weapons quirks, BUT no, nothing happened , instead the put extra hit points in IS mechs and kept the weapon quirks also.
We can bring lots of examples to see what is wrong with the new quirks in IS mechs.
For example the BJ-1X (althought they "nerfed" it recently a bit) it still has double the hit points in CT,side torsos and legs and almost triple the hit points in the arms (14hp is normal + 24hp from quirks) and dont forget also the weapon quirks Posted Image.
Basically you have to kill the BJ-1X twice , because of all those quirks Posted Image
Same thing happens in other IS mechs if you do some research.

Edited by Frapes, 24 December 2015 - 08:40 AM.


#29 D A T A

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Posted 24 December 2015 - 05:27 PM

But the best Is advantage is the manuverability, high dps, highrange and short beam duration: instashot and farm all day long


#30 Commander A9

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Posted 24 December 2015 - 08:36 PM

I'm simply tempted to boycott Community Warfare until the tonnage mismatch is equalized. This is crap.

#31 100mile

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Posted 24 December 2015 - 10:36 PM

I love the fact that the clanners are whining now that their is actual balance in the game and you guys don't have easy mode anymore...
So sorry you can't just roll over the IS teams no matter whom you face...Look at the CW map you guys are still making progress it's just a lot slower...i would ask you to quit acting like silly little 5 year olds but hey then you wouldn't be clanners..

#32 Wildstreak

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Posted 25 December 2015 - 01:19 PM

View PostDoomerang, on 17 December 2015 - 02:12 PM, said:

Here are screenshots of eight recent Clan vs IS Community Warfare matches. I hope I am posting these correctly. In general this is what my CW experience is an accurate representation of my community warfare experience as a Clan player since CW debuted.

My experiences playing Clan over the last month are not the same, I do not find myself on a lot of losses like that and most of those are not rolls.

View Postgloowa, on 17 December 2015 - 06:26 PM, said:

brace yourself. PGI just enabled 48 thunderbolt drops.

this gonna be gud read on forums next few days.

Do you one better, the IS unit I ran into that was defending with mainly a lot of Atlas.

View Post100mile, on 24 December 2015 - 10:36 PM, said:

I love the fact that the clanners are whining now that their is actual balance in the game and you guys don't have easy mode anymore...
So sorry you can't just roll over the IS teams no matter whom you face...Look at the CW map you guys are still making progress it's just a lot slower...i would ask you to quit acting like silly little 5 year olds but hey then you wouldn't be clanners..

There is more to balance than Quirks. Quirks do have an effect but part of that is they encourage Units to switch sides. I see Units now playing IS that were playing Clan before December 1, one Unit flat out stated the Quirk pass made them change. End result, skilled Units going IS leaving a smaller group of skilled Clan players for them to fight against making any comparison of Quirk balance harder.
Population also shows your belief all Clans made progress is wrong. Before, during and after Tukayyid only Falcon and Wolf made progress, Bear and Jaguar really did not go anywhere, just look at the map. Where some skilled players go has an effect on CW balance.
Sorry you got rolled by Clan teams but there are other reasons you can get rolled than Quirks.

#33 gloowa

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Posted 25 December 2015 - 07:48 PM

View Post100mile, on 24 December 2015 - 10:36 PM, said:

I love the fact that the clanners are whining now that their is actual balance in the game and you guys don't have easy mode anymore...
So sorry you can't just roll over the IS teams no matter whom you face...Look at the CW map you guys are still making progress it's just a lot slower...i would ask you to quit acting like silly little 5 year olds but hey then you wouldn't be clanners..

I love the fact that we have people who can't understand that there will be no actual balance as long as the aim is to
A ) make is mechs and clan mechs equally powerful
B ) give is tonnage advantage
it just doesn't compute. one of those has to go.

Also, we switched to is last week. Drops gotten easier (in my opinion). Zero coordination required, unless 12 man appears, in which case you just need to form a ball and keep pressing W until they are dead. Granted it's my subjective opinion, but i can't explain it in any other way then asumming that game is in fact not balanced.

Edited by gloowa, 25 December 2015 - 07:51 PM.


#34 Rattazustra

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Posted 26 December 2015 - 04:58 AM

A good unit can have: Tailored drop decks, optimized loadouts, discipline, target calling and focus shooting, tactical command and intimate knowledge of the battlefield.

Then come the mechs.

Balancing a game requires doing so for equals. As soon as you drop the idiotic assumption that any given clan unit is winning solely because of superior mechs, balancing becomes a little more complicated. But only doing so it becomes possible at all.

PGI needs to look at those who have all the above and THEN balance the mechs.

"But you are still winning!" does not mean that one side is actually better off than the other, as far as mech balancing is concerned. If a clan unit with all the above is winning against an IS unit that merels does half these things, or none at all, then the clan unit deserves to win because it is far more competent. Take a look at KCOM. They have some of the best players in this game fused into a unit, led by competent people. They win most of the time, even if their mechs are inferior, which in turn some of them don't even notice any more, because their mechs are highly customizable and they are winning. If you are winning and if you have a lot of controls over the tools you use, you naturally assume that everything is fine, or even in your favour. But they would have to win against an IS unit of equal composition. There are very few of those and those which exist tend to say "IS is OP, clans are too weak".

Quirks are tools in a big box. Players can make use of them to optimize their chances. However, MOST players simply do not do that, because they don't know how to optimize. I have seen some odd junk coming at me in CW. I often did not know the specific loadouts, but I could see the weapon setups and the chosen mech model through my target reticles. Even in large units on the IS side there is very often at least one player who does not know what he is doing. Usually it is much more than that. But those groups can never achieve balance. It is impossible. They are destined to lose to superior teams and they deserve no better. Balancing does not mean the elimination of skill and organization.

If one player who uses everything to his advantage wins over one who does not, stacking the losing player's advantages even higher will not do anything for him. What it does is it makes another player who DOES use everything to his advantage vastly superior. By buffing bad IS players, the good IS players become demigods of the battlefield, hard to impossible to beat for their skill-wise equals.

Tukayyid was effectively a trap. Clans could lose by losing, or they could lose by winning. We fought hard to win and it is used against us. I have seen many matches through the eyes of both sides and many of the clan teams had to fight a LOT harder for their victories. Many IS teams didn't even have drop commanders and thus also no collective strategy.

The current IS meta is to field raw firepower and just steamroll the clans head on. No tactics involved. That is not balance. It is game breaking. There is a point where many clan loyalists will just stop playing, because competitive players do not stick to something that gives them nothing in return. They will not switch sides to IS, because IS has nothing to offer to them. They will leave. With the mercs switchting to the optimal sides and the IS loyalists bathing in easy victories, the CW game will die a slow and painful death when the constant nerfing of clan mechs continues instead of being reversed.

Balance has to eliminate skill elements on both sides, not compensate for them one one. Balance without common ground can never be balance at all.

#35 Saint Atlas and the Commando Elf

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Posted 26 December 2015 - 05:42 AM

View PostRattazustra, on 26 December 2015 - 04:58 AM, said:

Balance has to eliminate skill elements on both sides, not compensate for them one one. Balance without common ground can never be balance at all.


Much too sophisticated.

Try to apply some PGI-logic.

PGI-logic means that you think of the individual Pilot skill and the benefit of an organised unit as hardcoded mechquirks. Then you try to balance... then Players switch factions... then you wonder where your balance went and you hotfix the last patch...

#36 Russhuster

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Posted 26 December 2015 - 06:03 AM

who cares? PGI has a deaf ear for Clan
thats why the UAC Bug is known for years.--- not fixed
The PPC Bug is just the same -------Not fixed

and inteligent or considerated attempts of balancing?
Or the Nerf Hammer on all and everything whith clan on it - What of the two did you see so far?

When you just pile quirk over bonus over quirk over one half of a team and
all the other half of the team gets is an Asskick/~period
guess what half of that team will loose the fun of that game

and now make an educated guess why the numbers of clan players are decreasing

#37 Alienized

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Posted 26 December 2015 - 06:29 AM

nerf thunderbolt and battlemaster range and its good again.
cant be true that these things have 940+ large laser range and never got a nerfbat.
plenty of times i drop against the better IS units all i see are range poking with 4 er large laser out of battlemaster.
if the maps are not well made for them you have large pulse lasers in there + lots of thunderbolts.

get the range toned down on these 2 chassis and IS laserquirks overall and it will be better again. simple things and nothing too drastic at once.

#38 Scanz

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Posted 26 December 2015 - 02:54 PM

true. Thunder 9se need some quirks nerf by a 5%, BJ need nerf armor quirks





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