Jump to content

Clans Pushed Back To Their Start Planets


169 replies to this topic

#141 Reza Malin

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 617 posts
  • LocationUK

Posted 31 January 2016 - 02:57 PM

View PostPika, on 31 December 2015 - 05:15 AM, said:

I think PGI will look at their metrics and adjust the balance again. We shall repeat this process until balanced is achieved.

It's hard to say what is causing the imbalance, too. If it's the 'Mechs, that's fine. Better the 'Mechs be underpowered and tuned up rather than underpowered and needing nerfed, no one likes that.

Is it the IS quirks? Possible, but again, easy to adjust in the grand scheme of things. Is it inherent weapon balance? Are clan weapons just inferior in their delivery? Some of them potentially are a bit more annoying to use but not the point I could see it altering balance.

Perhaps it's the largest units? Well no, because they would simply attack past each other anyways. It could be argued this is balancing on it's own. It might not be about player skill but sheer volume of attacking players on so many targets.

The only way I see this balancing out is if underdogs get _monumentally_ larger rewards, that factions offer defence, attack and disruption contracts to units rather than them attacking and defending willy-nilly and even potentially player caps.

But eh, we'll see. It'll likely change in the next balance pass and we'll see the pendulum start to rock the other way.


Its down to units, and filtration of people towards the current perceived superiority. Since the perception is IS are the better side, i can see that many people who were clan are suddenly sporting IS tags. Striking coincidence.

I used to be clan when Clan 1 dropped, and then i got bored, because once you get past the cool vibe of "superior seeming" (as opposed to just plain superior that it used to be) tech, clans are plain boring. I switched to IS well before they were balanced like they are now. Surprising coincidence again, this was around the time the clans had smashed through the IS towards Terra. And i was constantly getting rage after being stomped by clans at range on CW maps.

Anyway, i have a good memory and i notice a lot of people i knew when i was in a clan unit are now IS affiliated, apart from a few clan loyalists who rage that IS are OP, despite the fact i remember both myself and them loving the OP power of clans when they first dropped.

All in all, the current scenario i feel is happening is that a lot of sweaty people change sides because they can't handle losing, which then leaves a beleaguered clan side. Just like if clans become the perceived "better side", the same thing will happen to IS. The "inferior" side is then topped up with new players that just want to play and don't know much about the differences, who get harvested so all these old sweats can backslap each other about damage numbers. Numbers that no one who is anyone actually gives a **** about. On the back of that they then come on the forums and drop cool one liners about seal clubbing like they are so pro.

I find it all very unusual and yet intriguing too. CW is the biggest demonstrator of how so many MWO players have over inflated egos and very thin skins.

Edited by Fade Akira, 31 January 2016 - 03:00 PM.


#142 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 31 January 2016 - 03:21 PM

Changing a faction should cost 100,000,000 c-bills per player and any and all benefits received from their former masters. Currently, rewards are best earned by being disloyal. Posted Image

#143 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 31 January 2016 - 03:26 PM

View PostFade Akira, on 31 January 2016 - 02:57 PM, said:

I find it all very unusual and yet intriguing too. CW is the biggest demonstrator of how so many MWO players have over inflated egos and very thin skins.


Aw come on. We don't need CW to figure that one out. Why do you think we have had several matchmakers in a game mode that was originally meant to be a filler until CW came out, but is now one of the listed "main" features (i.e. Quick Play)?

#144 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 31 January 2016 - 06:31 PM

View PostFade Akira, on 31 January 2016 - 02:57 PM, said:

I used to be clan when Clan 1 dropped, and then i got bored, because once you get past the cool vibe of "superior seeming" (as opposed to just plain superior that it used to be) tech, clans are plain boring. I switched to IS well before they were balanced like they are now. Surprising coincidence again, this was around the time the clans had smashed through the IS towards Terra. And i was constantly getting rage after being stomped by clans at range on CW maps.

Anyway, i have a good memory and i notice a lot of people i knew when i was in a clan unit are now IS affiliated, apart from a few clan loyalists who rage that IS are OP, despite the fact i remember both myself and them loving the OP power of clans when they first dropped.


To be fair, there were a lot more viable build options when clans first dropped too. Meaning that the laser meta that has taken over has squelched the ERPPC builds (RIP beloved SRM16 + 2xERPPC TW), The gauss builds will probably come back to a lesser degree. Clan ballistics are still in the toilet, they just float around the edge now instead of getting flushed completely, SRMs require brawling, and are great up close (though still outdone by IS SRMs), but, terrible from where clans need to play effectively, Streaks are sand blasters that only really hurt lights at all...and LRMs are...well...LRMs...not much else to say really.

The saddest thing is that clan brawling weapons took a very hard nerf, and I can honestly say the CSPL/CERSL/CMPL were really not deserving of that. Sure the CERML was a bit strong, but, how bad was it really when mechs run around with 3-4 IS LL and a Gauss rifle, or 5-6 LL doing more damage over less time at greater range for the same heat?

After the second round of heat nerfs clans already paid a huge price in heat for their weapons loadouts. Such to the point that clan laser vomit dropped an ERML and typically ran 2 LPL + 3 ERML to compensate for how bloody hot the damn things got.

Now with ST speed loss, and CDHS nerfs, and range nerfs to many undeserving weapons...plus no love for ballistics outside the last (very) minor adjustment. There needs to be some un-nerfing done to bring clans back to an enjoyable state.

As much as I hate to say it...playing clans right now is masochistic unless you simply are unaware how badly outdone you are against the IS mechs.

When I play in the group queue, I can instantly tell whether we will win or not with about 80-90% accuracy by looking at the numbers of clan mechs on our side. The fewer there are, the better chance we have of winning. It is sad, but in T2 and up, you really cannot even bring clan mechs and enjoy yourself because the meta IS mechs ROFLstomp you so badly.

Edited by Gyrok, 31 January 2016 - 06:33 PM.


#145 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 01 February 2016 - 05:37 AM

Here we are the third (?) reset of the invasion.... The shock and awe that played heavily in Lore and in the first wave is gone. The things that made Omnimech special is overshadowed by limitless mechs and a limitless mechlab. Then Clan mechs being nerfed into parity with the IS (or the IS being buffed into parity) did not help much either.

This is not Battletech or Mechwarrior.

We need:
1. Sized Hardpoints
2. A Real Heat Scale
3. Quirks that support the stock loadout of a variant ONLY.
4. SOME form of R&R in CW matches (or other version of logistics).
5. PGI to separate the pure solo queue like they do CW, Clan vs IS, Clan vs Clan, IS vs IS. No mixed tech.
6. PGI to figure out the sweet spot for fixing 10v12 or a tonnage split that accurately portrays it. (I was a big supporter of different drop weights, the reason it failed is the nerf/buff into parity issue)

Now, I know some of you will see R&R, Sized Hardpoints, and immediately begin frothing at the mouth. This post isn't for you. This post is for those, whether you agree or not, who will read all of it and consider things, and give rational feedback.

#146 Throe

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,028 posts

Posted 01 February 2016 - 10:21 AM

I've said it before, I'll say it again. They never should've worried about trying to balance the galaxy to match the lore in the first place. Balance the 'Mechs, and let the players determine the fate of the galaxy. Let the game rewrite the Lore. If you want a truly dynamic persistent galaxy, that is the *only* way to get there. Trying to match the Lore gives you a predictable galaxy, which is the opposite of a dynamic one.

Here's another idea, to enable more participation in CW, new game mode: CW Skirmish
It would be just like PUG queue Skirmish, except with a separate queue, and it would be Clans vs IS, just like CW. Assault and Conquest would not be part of it, it would just be straight up Team vs Team. Wins would be totaled per side, and each set of 4 wins for each major faction(Clans as a whole, and IS as a whole; not the individual houses/clans) would result in one area on a contested planet changing hands.

Base quirks should be modified up or down marginally each time a combat period ends, based on who took more planets in the last CW combat period.

CW Skirmish wins would have no effect on planets contested only between the Great Houses.

#147 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 01 February 2016 - 11:31 AM

If CW rewards were only useful when you belonged to that faction (at higher ranks, at least), we'd see less faction hopping.

Unique skins and colors. Unique 'Mech variants. That sort of thing. That all rewards are generic only encourages taking a tour of every faction, systematically farming via overwhelming force, and then repeating the process.

#148 Reza Malin

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 617 posts
  • LocationUK

Posted 01 February 2016 - 01:08 PM

View PostGyrok, on 31 January 2016 - 06:31 PM, said:


To be fair, there were a lot more viable build options when clans first dropped too. Meaning that the laser meta that has taken over has squelched the ERPPC builds (RIP beloved SRM16 + 2xERPPC TW), The gauss builds will probably come back to a lesser degree. Clan ballistics are still in the toilet, they just float around the edge now instead of getting flushed completely, SRMs require brawling, and are great up close (though still outdone by IS SRMs), but, terrible from where clans need to play effectively, Streaks are sand blasters that only really hurt lights at all...and LRMs are...well...LRMs...not much else to say really.

The saddest thing is that clan brawling weapons took a very hard nerf, and I can honestly say the CSPL/CERSL/CMPL were really not deserving of that. Sure the CERML was a bit strong, but, how bad was it really when mechs run around with 3-4 IS LL and a Gauss rifle, or 5-6 LL doing more damage over less time at greater range for the same heat?

After the second round of heat nerfs clans already paid a huge price in heat for their weapons loadouts. Such to the point that clan laser vomit dropped an ERML and typically ran 2 LPL + 3 ERML to compensate for how bloody hot the damn things got.

Now with ST speed loss, and CDHS nerfs, and range nerfs to many undeserving weapons...plus no love for ballistics outside the last (very) minor adjustment. There needs to be some un-nerfing done to bring clans back to an enjoyable state.

As much as I hate to say it...playing clans right now is masochistic unless you simply are unaware how badly outdone you are against the IS mechs.

When I play in the group queue, I can instantly tell whether we will win or not with about 80-90% accuracy by looking at the numbers of clan mechs on our side. The fewer there are, the better chance we have of winning. It is sad, but in T2 and up, you really cannot even bring clan mechs and enjoy yourself because the meta IS mechs ROFLstomp you so badly.


I don't want to get in a massive barney over this. I just think clan players need to adapt their tactics rather than trying to run old builds and strategies that used to do well.

I don't want to sound like i am trying to teach you to suck eggs, you are a very proficient MechWarrior. However, looking at how things are now from my own perspective, clearly clan lasers run much hotter these days than they used to. So they probably aren't much cop for brawls. If i wanted to brawl in clan mechs now i would turn to ballistics which seem to be doing very well currently, and SRM's.

When i used to run clans with you Gyrok, i always had my TBR prime with 4 MPL, 3 SRM6, and 3 MGS and JJ's. Never have i felt so powerful in this game as when i used that mech. It was insane. I never understood the people that used to kit their Timbers out with LRM and a stack of lasers and poke. I think that is a symptom of the larger problem now. People try and make clans work a way that they aren't best suited for. Yes they are better at ranged engagements, but not the style people expect of just standing up and swapping shots. Mobile, unexpected, unforgiving burst damage at range is their strength. No popping in and out from the same rock over and over wondering why their ST has disappeared....

Clans have inherent benefits, like their speed, and their firepower. That needs to be maximised. Poking out and exchanging fire with lasers is not ideal unless the opponent doesn't know where you are going to appear from. Poking is pretty lame anyway to be honest, i hate it, but its so prevalent right now that it must be included as a tactic.

Burst damage combined with mobility should be the focus for clan mechs rather than straight up exchanging punches and torso twisting ie, back in the day. Mobility being used to cool down if possible, before another high burst attack, preferably from a fresh position. The mobility is so good on clan mechs, and it constantly seems to get forgotten. For me to get a Marauder to the speed of a Timber Wolf, the tradeoff is ridiculous. Not to mention having to have a ST that will kill me when destroyed. Yet clans have this speed as standard, and only take a penalty from ST loss. A penalty, on top of the speed??? I don't understand the complaints about this, unless the complaint is purely in the context that clans could lose a ST previously for no penalty other than weapon loss.

My point here is, clans have a lot of extra speed over IS mechs, yet people don't use it enough. They still use brainless loadouts, heavy with lasers, that now have more heat and more burn time than ever before. Thats the masochistic part, relying on a weapon system that was previously overpowered even though it has been balanced. Who then seem confused as to why they are getting hammered, because they aren't using their major speed advantage. Instead, they think its a good idea to remain stationary behind a rock getting lit up.

As for smaller lasers, the arctic cheater, decked out with clan smalls and clan small pulses is nasty enough as it is. Thankfully, gone are the days when people could abuse clan smalls because of their equal range to IS ML's for half the weight and use them to buff whatever ridiculous firepower they already had packed into their mechs, for little to no cost. They simply shouldn't have good range, that is the point. They have better range than IS smalls and that is fine.

Like i say i don't want to get in a balls deep faction battle here, i'm trying to discuss it. I know you probably think i swapped to IS recently but i didnt. I stopped using clans when i stopped running with CWDG which was a long time ago now. I can tell you that after that, playing as IS was soul destroying. It actually made me stop playing again for a while.

The problem is, and i keep saying it, clans were too superior for too long. People got used to it and now so many are constantly thinking they have been nerfed, when in fact they have been slowly balanced. I know the lore states that clans were superior, but i honestly couldn't care any less. The lore just doesn't work in a pvp video game. Tell me any other competitive game where there are two factions and one faction is better than the other? Why would anyone play the lesser side? Its beyond sense.

For me, MWO is now more balanced than i have ever seen it. The main issue with IS i see is some over quirked weapons on certain chassis types, especially ERLL/LL. I had some locust shooting me from across the map yesterday and still doing heinous damage. It was annoying. Lets see how this energy reduction to IS works out, and go from there.

As Throet said earlier, they should have just made everything balanced from the start and let the players rewrite the lore from the context of this game alone.

#mytenpence

#149 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 01 February 2016 - 01:32 PM

View PostFade Akira, on 01 February 2016 - 01:08 PM, said:

My point here is, clans have a lot of extra speed over IS mechs, yet people don't use it enough. They still use brainless loadouts, heavy with lasers, that now have more heat and more burn time than ever before. Thats the masochistic part, relying on a weapon system that was previously overpowered even though it has been balanced. Who then seem confused as to why they are getting hammered, because they aren't using their major speed advantage. Instead, they think its a good idea to remain stationary behind a rock getting lit up.


How are clans supposed to use mobility as an advantage in a scenario where they are out ranged, and out damaged by a less quickly advancing line of Teutonic-esque heavy and assault mechs with an extra 10 tons worth of structure each?

That is my point.

You say MWO is balanced...if by "balanced" you mean "IS is better at all ranges and scenarios". Then sure, that is balanced.

At present, there is not a single engagement range window you can look at and effectively say "Clans are equal or better here...". I understand the strengths of clan mechs well, we used them to run rampant for a long time; however, as it stands, there is no point in having 87 kph mobility and losing a ST to end up doing 69 kph with half your weapons and a ton more heat than your furnace build. Not when I can run a 70 ton mech at 69 kph to start, stay in perfect position the whole time, do the same damage, at similar range, for far less heat, with equal dissipation, and all the survivability built into a STD engine, plus structure quirks to make it as tanky as a Stalker.

This mech has a higher KDR than any clan mech I own through the first 60 matches, 3.09 through 60+ matches. My best clan mechs sit in the ~2.7 range, and my second best mech (archived HGN-732) was still only 2.81. I can walk into any fray and lolpha 48 points of damage at least 3 times, and with all the quirks, I end up hitting for 48 damage to about 350 and the LPLs hit full bore to about 460m. I apply that 48 damage in less than 1 second. In the best heyday of clan laser puke, you were looking at a solid 1.1 seconds to apply 54 damage, and you only got 2 alphas. Sure, you had a tad more range, but what does that matter when you have as much armor as an 80-85 ton mech and the hitboxes/size of a 65 ton mech?

Really. I am not starting a war here, but I think the forest needs to be seen for the trees. You should hop back into a clan mech lately...maybe we can 1v1 your pet TW against that Whammy and see where it comes out for grins and giggles, off the record. Hell, I will even buy the beer...win or lose.

#150 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 01 February 2016 - 01:42 PM

View PostFade Akira, on 01 February 2016 - 01:08 PM, said:


I don't want to get in a massive barney over this. I just think clan players need to adapt their tactics rather than trying to run old builds and strategies that used to do well.

I don't want to sound like i am trying to teach you to suck eggs, you are a very proficient MechWarrior. However, looking at how things are now from my own perspective, clearly clan lasers run much hotter these days than they used to. So they probably aren't much cop for brawls. If i wanted to brawl in clan mechs now i would turn to ballistics which seem to be doing very well currently, and SRM's.

When i used to run clans with you Gyrok, i always had my TBR prime with 4 MPL, 3 SRM6, and 3 MGS and JJ's. Never have i felt so powerful in this game as when i used that mech. It was insane. I never understood the people that used to kit their Timbers out with LRM and a stack of lasers and poke. I think that is a symptom of the larger problem now. People try and make clans work a way that they aren't best suited for. Yes they are better at ranged engagements, but not the style people expect of just standing up and swapping shots. Mobile, unexpected, unforgiving burst damage at range is their strength. No popping in and out from the same rock over and over wondering why their ST has disappeared....

Clans have inherent benefits, like their speed, and their firepower. That needs to be maximised. Poking out and exchanging fire with lasers is not ideal unless the opponent doesn't know where you are going to appear from. Poking is pretty lame anyway to be honest, i hate it, but its so prevalent right now that it must be included as a tactic.

Burst damage combined with mobility should be the focus for clan mechs rather than straight up exchanging punches and torso twisting ie, back in the day. Mobility being used to cool down if possible, before another high burst attack, preferably from a fresh position. The mobility is so good on clan mechs, and it constantly seems to get forgotten. For me to get a Marauder to the speed of a Timber Wolf, the tradeoff is ridiculous. Not to mention having to have a ST that will kill me when destroyed. Yet clans have this speed as standard, and only take a penalty from ST loss. A penalty, on top of the speed??? I don't understand the complaints about this, unless the complaint is purely in the context that clans could lose a ST previously for no penalty other than weapon loss.

My point here is, clans have a lot of extra speed over IS mechs, yet people don't use it enough. They still use brainless loadouts, heavy with lasers, that now have more heat and more burn time than ever before. Thats the masochistic part, relying on a weapon system that was previously overpowered even though it has been balanced. Who then seem confused as to why they are getting hammered, because they aren't using their major speed advantage. Instead, they think its a good idea to remain stationary behind a rock getting lit up.

As for smaller lasers, the arctic cheater, decked out with clan smalls and clan small pulses is nasty enough as it is. Thankfully, gone are the days when people could abuse clan smalls because of their equal range to IS ML's for half the weight and use them to buff whatever ridiculous firepower they already had packed into their mechs, for little to no cost. They simply shouldn't have good range, that is the point. They have better range than IS smalls and that is fine.

Like i say i don't want to get in a balls deep faction battle here, i'm trying to discuss it. I know you probably think i swapped to IS recently but i didnt. I stopped using clans when i stopped running with CWDG which was a long time ago now. I can tell you that after that, playing as IS was soul destroying. It actually made me stop playing again for a while.

The problem is, and i keep saying it, clans were too superior for too long. People got used to it and now so many are constantly thinking they have been nerfed, when in fact they have been slowly balanced. I know the lore states that clans were superior, but i honestly couldn't care any less. The lore just doesn't work in a pvp video game. Tell me any other competitive game where there are two factions and one faction is better than the other? Why would anyone play the lesser side? Its beyond sense.

For me, MWO is now more balanced than i have ever seen it. The main issue with IS i see is some over quirked weapons on certain chassis types, especially ERLL/LL. I had some locust shooting me from across the map yesterday and still doing heinous damage. It was annoying. Lets see how this energy reduction to IS works out, and go from there.

As Throet said earlier, they should have just made everything balanced from the start and let the players rewrite the lore from the context of this game alone.

#mytenpence


Quoted for all the truths.

Clan players want the same op experience they had before. PGI let them have it for 2 years, I can sorta understand the expectation.

However that's over now. Some Clan mechs are better or worse than some IS mechs, just as some IS mechs are better or worse. It's a long way from perfect but it's close to reasonably balanced.

They play very different when played well. IS builds to a very specific role and either sniping at Super long range or heavy point blank brawling. Clans are best and maneuverability in the field and mid-range firepower. 400 to 800m you'll generally win in a Clan mech if you're mobile and aggressive. Brawling can go both ways and is generally settled by who pushes hardest.

The erll and lrm boats that could work before don't now. The poke meta TBR loses to a lot of mechs now. Kit the mofo for fast striking and play to its strength.

League play is a whole other animal. However what wins in league play at this point is out of scope for 98% of players. I kill a lot of Blackjacks and they are miles from op as they try to stare down a Mauler and the like.

Clans work great in CW. You just need actual skill to win with them now.

#151 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 01 February 2016 - 01:46 PM

View PostMischiefSC, on 01 February 2016 - 01:42 PM, said:

Clans work great in CW. You just need actual skill to win with them now.


Quoted for truth, because reality is, equal skill pilots, the IS mech will win every time. Clan players have to be significantly better to win because they play at a disadvantage.

#152 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 01 February 2016 - 01:48 PM

View PostThroet, on 01 February 2016 - 10:21 AM, said:

I've said it before, I'll say it again. They never should've worried about trying to balance the galaxy to match the lore in the first place. Balance the 'Mechs, and let the players determine the fate of the galaxy. Let the game rewrite the Lore. If you want a truly dynamic persistent galaxy, that is the *only* way to get there. Trying to match the Lore gives you a predictable galaxy, which is the opposite of a dynamic one.

Here's another idea, to enable more participation in CW, new game mode: CW Skirmish
It would be just like PUG queue Skirmish, except with a separate queue, and it would be Clans vs IS, just like CW. Assault and Conquest would not be part of it, it would just be straight up Team vs Team. Wins would be totaled per side, and each set of 4 wins for each major faction(Clans as a whole, and IS as a whole; not the individual houses/clans) would result in one area on a contested planet changing hands.

Base quirks should be modified up or down marginally each time a combat period ends, based on who took more planets in the last CW combat period.

CW Skirmish wins would have no effect on planets contested only between the Great Houses.

This is what they did and loot where we are at.... The only lore in the CW map is the general placement of the Great Houses. Nothing else, not the conflicts, the progression, or the Clan's starting points are lore.

#153 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 01 February 2016 - 02:02 PM

Quote

Clans work great in CW. You just need actual skill to win with them now.


And not having the big CW farming units taking all your planets by sheer numbers, of course.

#154 Reza Malin

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 617 posts
  • LocationUK

Posted 01 February 2016 - 02:08 PM

View Postcdlord, on 01 February 2016 - 01:48 PM, said:

This is what they did and loot where we are at.... The only lore in the CW map is the general placement of the Great Houses. Nothing else, not the conflicts, the progression, or the Clan's starting points are lore.


Now ask yourself, what difference does it really make?

View PostGyrok, on 01 February 2016 - 01:46 PM, said:

Quoted for truth, because reality is, equal skill pilots, the IS mech will win every time. Clan players have to be significantly better to win because they play at a disadvantage.


When i play tomorrow i will restore power to my secret hidden clan hangar, dust off some mechs, and report back my honest findings.

#155 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 01 February 2016 - 02:10 PM

View PostFade Akira, on 01 February 2016 - 02:08 PM, said:


Now ask yourself, what difference does it really make?



When i play tomorrow i will restore power to my secret hidden clan hangar, dust off some mechs, and report back my honest findings.

It makes a HUGE difference. Even asking that tells me you don;t know much about the lore and it's too much to explain. CW would be VASTLY different and potentially better (because now it's ****) if they didn't cut lore corners.

#156 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 01 February 2016 - 02:11 PM

View PostFade Akira, on 01 February 2016 - 02:08 PM, said:

When i play tomorrow i will restore power to my secret hidden clan hangar, dust off some mechs, and report back my honest findings.


Works for me...also...take the invite from my Dragoon alt account :P We need to drop sometime, and I have a ton of mechs for the IS account that I am grinding at the moment.

#157 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 01 February 2016 - 02:14 PM

View PostGyrok, on 01 February 2016 - 01:46 PM, said:


Quoted for truth, because reality is, equal skill pilots, the IS mech will win every time. Clan players have to be significantly better to win because they play at a disadvantage.


Huh. I must be a God in Clan mechs then. I played an alt, only played Clans and in trials averaged almost 2k a match and won way more than I lost. Pug vs pug drops in CW I've won about 80%. Unit vs unit is still well over 1/2. I haven't even completed my 25 cadet drops and I've bought and outfitted 4 ebjs just from CW.

Maybe I should go play MRBC solo in a Clan mech?

Or maybe the difference is razor thin and most Clan players, especially Clan Wolf, we're just incredibly bad at the game.

#158 Reza Malin

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 617 posts
  • LocationUK

Posted 01 February 2016 - 02:18 PM

View Postcdlord, on 01 February 2016 - 02:10 PM, said:

It makes a HUGE difference. Even asking that tells me you don;t know much about the lore and it's too much to explain. CW would be VASTLY different and potentially better (because now it's ****) if they didn't cut lore corners.


You are correct i have only read a few of the books and never played TT. However, my point is, if they made clans superior how long you think this game would last? We are talking about balance really here, not lore fidelity.

They can't keep to the lore and balance the game. So what difference does it make really? Would you rather have a viable pvp game, or one loyal to the BattleTech lore? because you cant really have both as it stands. They tried that when clans first dropped and IS were the ginger step son of the game for a significant amount of time.

#159 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 01 February 2016 - 02:22 PM

View PostFade Akira, on 01 February 2016 - 02:18 PM, said:


You are correct i have only read a few of the books and never played TT. However, my point is, if they made clans superior how long you think this game would last? We are talking about balance really here, not lore fidelity.

They can't keep to the lore and balance the game. So what difference does it make really? Would you rather have a viable pvp game, or one loyal to the BattleTech lore? because you cant really have both as it stands. They tried that when clans first dropped and IS were the ginger step son of the game for a significant amount of time.

Yes they can stick to lore and have it be balanced. I've suggested in several other threads solutions to everything. The map is only one small piece. But then again, the map doesn't have much to do with balance anyways.

#160 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 01 February 2016 - 02:22 PM

View PostMischiefSC, on 01 February 2016 - 02:14 PM, said:


Huh. I must be a God in Clan mechs then. I played an alt, only played Clans and in trials averaged almost 2k a match and won way more than I lost. Pug vs pug drops in CW I've won about 80%. Unit vs unit is still well over 1/2. I haven't even completed my 25 cadet drops and I've bought and outfitted 4 ebjs just from CW.

Maybe I should go play MRBC solo in a Clan mech?

Or maybe the difference is razor thin and most Clan players, especially Clan Wolf, we're just incredibly bad at the game.


If I hunt long enough, I have a PUG drop where I put up 4400-4500 damage in clan mechs in CW.

Want to know why it is so easy to put up GAUDY damage numbers as clans in CW???

Because every mech takes an additional 5-20 tons of armor/structure quirks to take down, and clan weapons have burn durations so long you can effectively clock them with a sun dial.

Which basically means, tons more structure + long burn DoT weapons = tons and tons of damage sprayed all over targets that can soak tons and tons more damage than an equal weight clan mech.

IS mechs can put up even gaudier numbers against IS opponents...for the same reasons. Against clans they are basically punching FMJs through paper and wondering why it only takes a few shots to drop the "OP clan mechs".





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users