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Clans Pushed Back To Their Start Planets


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#161 Eboli

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Posted 01 February 2016 - 02:38 PM

Ok, this may get a few Clan diehard's knickers in a knot.

Up until joining back with DHB just less than 2 months ago I have been an only IS chassis player even though I had bought Clan Wave 1 and 3.

The reason I only played IS was that I realised that most of the Clan mechs were overpowered when they came out. I am the sort of guy who won't play mechs that generally are OP or have advantageous design issues that require fixing for fair play.

Anyhow as DHB now and then chooses a Clan faction I have had to start Mastering my Clan mechs. I have also recently purchased Hellbringers and Mad Dogs as well to Master.

Clan mechs are still competitive and viable in my opinion. Maybe because I choose builds that tend to have a good heat efficiency with diverse attack capabilities but my K/D ratio in comparison to a lot of my loved IS builds is either similar or better. My Ebon Jag mechs are deadly (this is one build where I actually do go for a big alphas) are devastating and I do love playing them. TBRs still put up a good fight and I am interested in seeing how much more deadly they become when all negative quirks get removed in the next patch.

Playstyle is definitely different which took getting a bit used to but I am actually enjoying playing Clan mechs.

I believe that most Clan mechs certainly are quite well balanced but also agree that IS long range quirks needed to be pulled back in certain chassis. There are other quirks also that make certain IS mechs quite powerful but not something terrible that deserves the howls of protests from certain Clan players.

I think that things are fairly close now and the current CW map is not a bearing of Clan mech weakness but due to the actions of CW Units and player base.

To be honest my general perception is that dedicated Clan players who whinge so much on these forums is mainly due to the fact that Clan mechs are now no longer as powerful as they were and that to be effective in these mechs now means that they have to play better and think more ato get the results they were used to in the past.

Cheers!
Eboli

#162 MischiefSC

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Posted 01 February 2016 - 02:54 PM

View PostGyrok, on 01 February 2016 - 02:22 PM, said:


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".


Except I win more in Clans vs IS. Most units can absolutely wreck face in Clans vs IS. CJF was holding back almost 3 to 1 population when it had actual unit's there.

A handful of IS mechs got 1/2 an alpha of structure buffs in some locations due to crit damage it's closer to 1 or 2 cerml hits. It's pretty minor. The real buff to Clan damage numbers is the move from 4xheavy/medium mechs (which you could put down with 100 pts each) and a move to 2x assaults, 1 light 1 medium. You can farm 300 damage on an Atlas and that's free money. Unless it's a close match you're a fool for not taking both sts off Atlai and King Crabs.

Current map shape is population based. It's compounded by most Clan pugs having become window licking idiots without the big units around and being salty over IS/Clan balance.

Clans lose right now because they don't have many good players and their 'average' player is insanely bad.

#163 wanderer

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Posted 01 February 2016 - 02:55 PM

Quote

They can't keep to the lore and balance the game.


They could have, but at that point it'd take numerical imbalance to compensate. And PGI is hell-bent for 1:1 parity, which is incredibly tough to do given you're merging two different tech trees.

#164 Mystere

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Posted 01 February 2016 - 03:10 PM

View Postwanderer, on 01 February 2016 - 02:55 PM, said:

They could have, but at that point it'd take numerical imbalance to compensate. And PGI is hell-bent for 1:1 parity, which is incredibly tough to do given you're merging two different tech trees.


******* eSports! I now suspect it was secretly all about ******** eSports while they were panhandling the Founders for money!

#165 Reza Malin

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Posted 01 February 2016 - 04:41 PM

View Postwanderer, on 01 February 2016 - 02:55 PM, said:

They could have, but at that point it'd take numerical imbalance to compensate. And PGI is hell-bent for 1:1 parity, which is incredibly tough to do given you're merging two different tech trees.


I agree, i think the old proposal many put forward of having 10 vs 12 would have been an awesome solution. I think it would have worked well with clans as they were when they first dropped.

However, its clear PGI didn't want to go with that, probably due to stress from trying to alter the matchmaker to make 2 differently numbered groups, along with all the right weight ratios i suspect. So anyway, if thats not on the table then we need to forget it and try to find balance some other way.

Harping on about the lore won't change that, as i said i would rather the lesser of two evils and take liberty with the lore in order to have a game that works for both sides.

#166 Clownwarlord

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Posted 01 February 2016 - 04:57 PM

View PostAntares102, on 31 December 2015 - 05:03 AM, said:

DISCLAIMER: This thread is NOT about balance.

So we are getting close to a situation where all clans may be pushed back to their start planets.
What do you think will happen when we really reach this point?
Will lore guys go nuts?
Will PGI buff clans (probably only drop deck tonnage)?
Will everything stay that way it is and the large units who made it happen will laugh at PGI for not being able to control their own game?
Will some large units just switch sides and go into the other direction again?

Even though I am clan I would find it hilarious to see clans being pushed back to their start planets. After clans surrounded Terra and conquered 25% of the entire IS kinda funny.
Furthermore if this really happens it will have some obvious consequences to the CW gameplay.
If there are no more clans to attack, the IS has to (god forbid) attack each other again.

Well this has happened before after T One took place and there was the first reset. Big units all left the clanners and joined FRR and Kurita. They then pushed all the clans back into their start planets. Then after that happened all those units that had left the clans then returned to the clans and then marched all the way down to Marik, Liao, and Davion. Then they had T Two and reset the map again.

#167 Mystere

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Posted 01 February 2016 - 04:59 PM

View PostFade Akira, on 01 February 2016 - 04:41 PM, said:

I agree, i think the old proposal many put forward of having 10 vs 12 would have been an awesome solution. I think it would have worked well with clans as they were when they first dropped.

However, its clear PGI didn't want to go with that, probably due to stress from trying to alter the matchmaker to make 2 differently numbered groups, along with all the right weight ratios i suspect. So anyway, if thats not on the table then we need to forget it and try to find balance some other way.

Harping on about the lore won't change that, as i said i would rather the lesser of two evils and take liberty with the lore in order to have a game that works for both sides.



Forget it?

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#168 wanderer

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Posted 01 February 2016 - 05:01 PM

PGI went with 1:1 because that meant it was easy to slot Clan 'Mechs into mixed IS/Clan queues.

Of course, GETTING 1:1 isn't easy at all. But it means you can get em all together and have nice balanced 12v12's.

Right? HA.

#169 MischiefSC

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Posted 01 February 2016 - 05:22 PM

It's 1 to 1 because you are only 1 player in 1 mech at a time.

Why that is hard to understand still escapes me.

Even in tabletop it was crap but we've been over this.

We're closer to balance than before and a big part of playing mwo is learning to lower your expectations enough to put up with what we are given.

#170 Gyrok

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Posted 01 February 2016 - 06:27 PM

View PostMischiefSC, on 01 February 2016 - 05:22 PM, said:

It's 1 to 1 because you are only 1 player in 1 mech at a time.

Why that is hard to understand still escapes me.

Even in tabletop it was crap but we've been over this.

We're closer to balance than before and a big part of playing mwo is learning to lower your expectations enough to put up with what we are given.


We were closer to balance pre-blanket agility nerf/Clan ST nerf.

While I would agree the ERML was strong, I disagree that what was done to the ERML was warranted on the scale it was done, and I feel there are better approaches (IS ER lasers for a start...)





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