Cw: Are Clans At A Disadvantage?
#1
Posted 29 December 2015 - 05:03 PM
However, I digress.
Has anyone else experienced a great imbalance while playing Clan Wars? I've been experiencing crushing defeats in virtually every drop. At best, the ration tends towards 2 clan mechs downed for a IS mech. At worst, upwards and beyond 5 to 1 losses.
I am struggling to find out why, too. Lore-wise, at least, the Clans are supposed to be good. We can see that in the tonnage gap imposed on drops. On the whole, Clan-Tech is supposed to be light than it's IS equivalent. We see this in the light mechs and correspondingly light payload capacity.
I am by no means saying that Clanner tech should be overwhelmingly superior to IS. Not in the least. After all, it is no fun when one side has an overwhelming advantage over the other, right?
But one look at the IS Map will tell you that there is something wrong here. As a whole, the House forces are dominating the clans. Even the least of the Houses is doing as good, if not better than, the greatest of the Clans.
Is it because the most skilled players are part of the Inner Sphere? Do Inner Sphere players tend to go in groups more often, so they are better coordinated? If it is one of these, then there is little to be done. However, if it is because IS Tech is over-buffed, or if Clan-Tech is over-nerfed, there is an obvious solution.
#2
Posted 29 December 2015 - 05:21 PM
Clam Trials are worse for the most part, almost exclusively being STOCK mechs, with a handful of decent, while EVERY Sphere option are updated builds (none being stock).
That explains why some PUG VS PUG drops of new Steam Tier 5 players would be in the favour of the Sphere.
As for the rest of it...I really don't care about CW. It doesn't earn me any more than PUG drops, and if I get saddled with Bads, I'm stuck with a Roflestopm that might last a half hour. In the PUG LIFE, that only lasts 5-10 minutes.
Then there's the other issue of CW...what's the point? CW1 we had 26 planets to our faction's name. Come Tukkayid, we got first place in Smoke Jags and then...everything was reset. No more counter, no reminder of what we had aside from a small 1st place banner cockpit item.
There's nothing to gain over PUG matches.
Grinding PUGs for a half hour at a time isn't as fun as just shooting robots who have a chance to fight back.
#3
Posted 29 December 2015 - 05:22 PM
CW is very sensitive to groups switching factions, large groups can sway CW with sheer numbers alone.
The current version of CW is also coming to an end, with CW 3 on it's way soon.
Edited by Amsro, 29 December 2015 - 05:23 PM.
#4
Posted 29 December 2015 - 05:34 PM
#6
Posted 29 December 2015 - 06:06 PM
Clan vs. IS balance is close now. Not perfect, but close enough that it doesn't play a significant role in match outcome.
I've been pugging CW today (as Clan) and in PUG vs. PUG matches, we've lost a lot. But in every one of those matches, we've lost due to a lack of teamwork entirely, not due to mech imbalance. Oh, people have claimed in those matches it was because our Clan mechs sucked, but it didn't stop me from getting between 1/3 and 1/2 of our treams kills in every match, and I'm not a comp player by any means. Our mechs were fine. The opposing teams were no better really, in terms of individual Mechwarrior skill. We (and I'm involved in this) lost because we were bad.
Not bad at shooting stompy robots. Bad at teamwork.
You can't carry or be carried in CW. It doesn't matter if you've got a "ringer.". You MUST work together, have a plan - any plan - and carry it out. You can't just view it as one ongoing random solo queue match, or you will lose.
In CW, mechs and even player skill matters way, way less than teamwork.
Edited by Wintersdark, 29 December 2015 - 06:09 PM.
#8
Posted 29 December 2015 - 06:10 PM
If people focused more on working together, than tech, you would actually have a better shot at winning games.
Teamwork since day 1 is OP. Please remember that.
Edited by Deathlike, 29 December 2015 - 06:11 PM.
#9
Posted 29 December 2015 - 06:10 PM
Amsro, on 29 December 2015 - 05:22 PM, said:
CW is very sensitive to groups switching factions, large groups can sway CW with sheer numbers alone.
The current version of CW is also coming to an end, with CW 3 on it's way soon.
Thus, the side with the most large groups almost always wins.
#10
Posted 29 December 2015 - 06:25 PM
However, I understand that while the sticker price it high, the omni-pod design means that you are actually buying the ability to swap every part but the CT, which, I think, more than covers the cost. This does mean that new Clanners are more reliant on the loaners. So, maybe an update of the loaners is necessarily?
Also, I am well aware that the Shadow Cat is a shadow of what it was in other games. It is just my misfortune to have purchased that instead of another, better mech. My current DropShip wish list are 2 Timberwolves, a Hellbringer, and an Adder. After getting burned on the Shadowkitty, I did research on mechs, and found out that the Shadow Cat is an outlyier. Until I can work up the money to get them, I am stuck with the loaners.
But, knowing that it is more the player base and less any issue with mech balancing, I think I will stick with the Clanners for a bit longer. Sure, there is little that can be done, dev-side, for the player base in each side, but with a bit of effort, I think I might be able to get a couple of good runs out of it. It might be like herding cats, but that, too, can be done with enough work, right?
#11
Posted 29 December 2015 - 06:37 PM
Psyden, on 29 December 2015 - 06:25 PM, said:
However, I understand that while the sticker price it high, the omni-pod design means that you are actually buying the ability to swap every part but the CT, which, I think, more than covers the cost. This does mean that new Clanners are more reliant on the loaners. So, maybe an update of the loaners is necessarily?
Also, I am well aware that the Shadow Cat is a shadow of what it was in other games. It is just my misfortune to have purchased that instead of another, better mech. My current DropShip wish list are 2 Timberwolves, a Hellbringer, and an Adder. After getting burned on the Shadowkitty, I did research on mechs, and found out that the Shadow Cat is an outlyier. Until I can work up the money to get them, I am stuck with the loaners.
But, knowing that it is more the player base and less any issue with mech balancing, I think I will stick with the Clanners for a bit longer. Sure, there is little that can be done, dev-side, for the player base in each side, but with a bit of effort, I think I might be able to get a couple of good runs out of it. It might be like herding cats, but that, too, can be done with enough work, right?
A big part of the price difference is due to every Clan mech having XL engines. Not sure if they also charge them for all the CASE that's built in.
#12
Posted 29 December 2015 - 08:41 PM
#13
Posted 29 December 2015 - 10:02 PM
Psyden, on 29 December 2015 - 05:03 PM, said:
That's normal. Get used to it.
#14
Posted 29 December 2015 - 10:04 PM
#16
Posted 30 December 2015 - 02:06 AM
#17
Posted 30 December 2015 - 02:13 AM
#18
Posted 30 December 2015 - 02:35 AM
but clan vs. IS balance seems, for the moment, to be pretty decent
#19
Posted 30 December 2015 - 03:00 AM
Psyden, on 29 December 2015 - 06:25 PM, said:
This is untrue. Clan mech have higher initial buying cost but come next to fully equipped with all upgrades like double heat sinks, endo structure and/or ferro fiberous armor and XL-engine.
Buying an IS mech with equal equipment and upgrades will result in almost the same cost.
Next to all IS basis mechs need to be ugraded first to be even usefull at a minimum level. Running a cheap IS mechs in standard configuration withoutEndo/Ferro or double heat sink upgrades will cause severe frustration, not only to you but also to your team mates.
Not all mechs are equally strong. There are huge gaps, not only between IS and Clan mechs but also between IS/IS and Clan/Clan mechs. Shadowcat is one of the weaker clan mechs. Buy 3x Stormcrow instead. I run SCR frequently even as IS fan boy because it is simply one of the best medium mech in game.
If you are an beginner you should not even think about playing CW. You are far to inexperienced to compete with elite PUG players or even competetive premade groups. A group of competetive premade player could whipe a PUG beginner group in Timberwolfs by just using Locusts exclusivly.
This is not an mmorpg but a shooter. Reaction, movement and aiming skill matters alot.
Edited by xe N on, 30 December 2015 - 03:10 AM.
#20
Posted 30 December 2015 - 04:40 AM
Leggin Ho, on 29 December 2015 - 10:04 PM, said:
This, or for IS 2 assaults/2meds (Battlemaster/Stalker + 2 blackjacks). Most players will only own one of a variant while the more competitive players may own two of the same variant, but the player still had to purchase 2 other different variants to elite/master them. Where as on the Clan side the players would also purchase 3 different variants to Elite/Master them but then by purchasing Omni pods at a fraction of a mech, equip the omni the same.
Just a note that the CW deck weight previously was IS 250-ton vs Clan 240-ton, then changed to IS 265-ton vs Clan 250-ton, that was changed to 255-ton around 12-28-15. And several of the major merc units also switched from Clan to IS, who know how to take advantage of the weight increase, as well as many other IS players. With that, as previously noted there is a huge population difference after the last reset.
Prior to the Steam Launch the map looked a lot different as the mercs were running as Clanners, with CJF and CW taking out parts of Lyran Commonwealth, Draconis Combine, FRR, portions of FWL, CC and Federated States. CW had Terra surrounded.
As of December 6, 2015
http://mwomercs.com/...-cw-experience/
Just to note, technically all units are merc units and all players are mercs with the current game settings. Though many players consider themselves loyalists of their particular faction, and there is a loyalist contract, it is still a contract that can be broken. Loyalist gain loyalty points at a slightly faster rate but without the benefits of others switching factions, as there are faction gains, from GXP, MC, Mechbays, C-Bills, other items as a player levels up in rank for each faction, keeping their unit names on faction planets they left until retaken, all the while not being penalized by losing said planets nor any type of negative faction loyalty deductions from fighting against their former faction, either major (Clan vs IS) or minor (Davion vs Kurita).
And there is no population restriction in place. PGI had previously increased or decreased the amount of loyalty points to be earned, but the only consequence in CW is breaking a contract early. Sorta like the Heat Scale, no real consequences til a mech hits or excess 100% (had to get that in there!!!)
Edited by Tarl Cabot, 30 December 2015 - 05:00 AM.
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