Edited by Wing 0, 06 January 2016 - 10:22 PM.
Clan Faction Play Tonnage Changes
#81
Posted 06 January 2016 - 10:21 PM
#82
Posted 07 January 2016 - 12:28 AM
Wing 0, on 06 January 2016 - 10:21 PM, said:
If they wanted IS to win, all they had to do was enforce lore and not allow mercenaries to fight for clans unless they became loyalists (bondsmen).
#83
Posted 07 January 2016 - 12:50 AM
Lets make it more balanced and give Marik and Davion 400 Tons
#85
Posted 07 January 2016 - 03:02 AM
Rushin Roulette, on 07 January 2016 - 12:50 AM, said:
Lets make it more balanced and give Marik and Davion 400 Tons
I see what you did there...
Though I actually agree to make it per faction. As a faction expands (is successfully increasing planet count) then they are technically spreading themselves thinner, manifested in a rationing of tonnage for drops. Opposite for factions losing too much group.
Yeah I know it could be argued that more acquisitions = more resources = more tonnage...
Just talking out ideas here...
Oh and leave the mass Atlas drops to Steiner scouts.
#86
Posted 07 January 2016 - 06:39 AM
S C A R, on 06 January 2016 - 03:28 PM, said:
I do think he cares, yet I just think he is very unsuited to any balance related stuff. He should do his job as the companies president.
sometimes I imagine him dual wielding the nerfbat and the buffhammer trying to make cool moves while wlaking through the office randomly just hitting things around him.
Edited by Lily from animove, 07 January 2016 - 06:41 AM.
#87
Posted 07 January 2016 - 07:36 AM
#88
Posted 07 January 2016 - 07:43 AM
I run 2 brawlers - Gargoyle and Arctic C (optimum range with 200 meters) and 2 medium range mechs (optimum range 400 meters).
Also, I'd like to point out that I am not a 100% clanner (it is 50% - 50%). I prefer to play for clans at the moment because it is challenging, really challenging.
1) Clans brawlers:
Simply doesn't work in 80% of matches (but I like the challenge as there is nothing else to do). 80% of the matches end up in people brinning IS mechs equipped with ER LL lasers (between 3 to 5 ER LL on each mech). What happens in games like that is that they try to snipe for the first 10 mins and when we stop traiding they push (cause everyone gets boared) and get slaughtered.
Clan brawlers overheat too much during brawls and can't tank as hard as IS counterparts. Only pure skill saves me in many instances.
2) Clan snipers:
Once again, a bad idea. IS mechs have insane range and internal structure buffs that allow them outrange you, outdamage you and take less damage them you. We (KCom) tried to pay in a snipe game many times and it didn't go well.
3) Tonnage:
When we see 12 assaults pushing us we try to pull away and keep our distance but it is increadiably difficult to do as Atlases go around 61 kph and some assaults push it to 70. The time it takes to turn around and start running means you will be dead (killed in you back). Mobility is a massive nerf to clans.
I like what some people said about logistics, the fewer planets a faction has the easier it is to shift mechs and this should allow a higher tonnage.
Another excellent idea was to reduce the tonange for bigger groups (maybe even ensure they have to bring one light and medium). Larger units are abusing higher tonnage quite a bit. It is not against the rules but it is against the spirit of the game.
Russ:
As some people pointed out he is the president of the company and thus should be concerned with running the business. He is trying to do everything and he fails very hard at it. Russ should not be involved into balancing of the game if he doesn't have a full understanding of it (bounded rationality). The only way I can compare the tonnage adjustments is like giving a monkey glasses. You never know which part of its body it is going to put them on. No offense Russ but this is how it looks like from the side. If you want a balanced CW gameplay you need to allocate a full time person who can monitor CW on daily basis and make specific small adjustments based on his personal observation and feedback from the community.
Russ may care about the clans and the game but he has a funny way of showing it. Russ, a happy community doesn't leave so many angry, even offensive at times comments. There is something to think about.
If I am wrong on some of the points let's discuss them. I am only but a human and can be wrong just like anyone else. At least, I am not afraid admitting it.
#89
Posted 07 January 2016 - 07:45 AM
#90
Posted 07 January 2016 - 07:56 AM
IronClaws, on 05 January 2016 - 04:40 PM, said:
They have plenty to work with for the Clans. They have not even touched the 3055 IS chassis yet, if they ever, but I'm sure we'll see more Clan specific mechs come out, IIC, second line mechs, Star League Era maybe, more OmniMechs, etc.
#91
Posted 07 January 2016 - 08:09 AM
MovinTarget, on 06 January 2016 - 04:53 PM, said:
I know lore can't rule all, but come on, this is redonkulous!
How about rank influencing your tonnage cap?
Scrub level ones can bring 3 lights and a med (i.e. 160 -180 tons).
By level 10 you can pull 240 tons.
If you change faction, you tonnage is based on you level in the new faction.
Yes we'd need a way to balance a bunch of scrubs vs vets but this would also keep people faction hopping so much...
It would give us something to work towards instead of just cookies...
I could get on board with this one. It would also prevent new players from being outright mauled in a match (or at least would spare their team losing a KGC, etc), let them warm up with mechs that are a little more expendable and a little more capable of getting away from a bad tactical decision.
I've also been pushing the idea of letting the Clans have the same tonnage cap, but if a player goes under that cap, they are rewarded for it. The more they go under, the greater the reward (both in XP and C-Bills). I've said this elsewhere: you can't force roleplaying in a game like this, but you can incentivize it.
#92
Posted 07 January 2016 - 08:29 AM
This also works the other way around. No one is happy when we see 12 Timbers/Ebons/Warhawks/Direwolves rise up and push, then 12 more. I just don't understand, I really don't. You have the numerous weapons, the range, the XL engines that don't kill you instantly, the speed, and the cool blue cockpit monitors. Yes I own Clan mechs and drop with them in PUB matches and am fine, I just got to watch my heat bc I can't alpha more. Who are you facing on the reg or is this just one match that went horribly wrong?
I played KCom the other day as 7 man with pug fillers and they mopped the floor with us. Although, towards the end of the match they went easy on us, they didn't tell us but you could see they were easing up a bit and thank you for that. If we drop against pugs or mostly pugs and we are really destroying them, we set the cap at 36 and complete with mission to end it. No one wants to be farmed or watching as the last few mechs are defeated. We've all been there and hate it.
I am not trying to hate upon the Clans but I just hear this all of the time that "the Clans are dead!" and oh no CW is dying! Yeah MUCH of the population of mercs went IS at the same time. I don't know what to tell you, take it up with them. The Clans WILL come back, we all know it including you reading this right now. Due to a combination of things the Clans are "for the first time" really getting their asses handed to them. I know it's a scary thought, but if there is anyone here who has been in the FRR for a long time, you will get over it and you will fight harder to come back. Eventually you will. Remember what the map looked like before this last reset?
Edited by Alec Braca, 07 January 2016 - 08:33 AM.
#93
Posted 07 January 2016 - 08:31 AM
Edited by Chaotic Clyde, 07 January 2016 - 08:35 AM.
#94
Posted 07 January 2016 - 08:35 AM
Alec Braca, on 07 January 2016 - 07:56 AM, said:
True, the game is still supposedly in 3052, so no 3055 Mechs yet, and technically, the Kodiak is a second line mech that was developed at the same time as the Executioner (by Clan Ghost Bear), but I agree that there are more IIC Mechs that can be introduced first (Rifleman IIC, Warhammer IIC...).
Rushin Roulette, on 07 January 2016 - 12:50 AM, said:
Lets make it more balanced and give Marik and Davion 400 Tons
If you do that, then Marik would have the least tonnage and Steiner the most (for IS) and Clans would be able to "bid" whatever they want, but would receive scaling rewards that increase with lower tonnage.
#95
Posted 07 January 2016 - 08:36 AM
IronClaws, on 07 January 2016 - 08:32 AM, said:
I think if they really had money and manpower to spend, they could create the first OmniMechs that led to the Timber/Summoner Etc, and even a few Clan Wolverine mechs that were awesome until they were framed by the Widowmakers.
#96
Posted 07 January 2016 - 08:40 AM
Alec Braca, on 07 January 2016 - 08:36 AM, said:
They could, but most of those Mechs were destroyed, or replaced before the invasion, so you would most likely never see them outside the Pentagon Worlds.
#97
Posted 07 January 2016 - 08:45 AM
IronClaws, on 07 January 2016 - 08:40 AM, said:
They could, but most of those Mechs were destroyed, or replaced before the invasion, so you would most likely never see them outside the Pentagon Worlds.
Yeah.... They belong in the BattleTech / RPG games.
#98
Posted 07 January 2016 - 09:54 AM
IronClaws, on 07 January 2016 - 08:40 AM, said:
Not totally sure if that's sarcasm or not, but I'll take it at face value. While I think the costs for a permanent loyalist to break a contract should be much greater than for a merc (mercs aren't expected to be loyal, after all), a "never" in a game meant for entertainment isn't such a good idea. Huge C-Bill hit with their new faction until they "prove their loyalty?" HUGE negative rep with their former faction (that they'd have to overcome if they ever came back)? TOTALLY cool with that.
IronClaws, on 07 January 2016 - 08:40 AM, said:
Absolutely. It's fluffy and it's cool. Make it happen, PGI.
#99
Posted 07 January 2016 - 10:22 AM
#100
Posted 07 January 2016 - 10:35 AM
Moldur, on 07 January 2016 - 10:22 AM, said:
I am just suggesting that different factions get different rewards based on how they operate in lore. This way players will be positively motivated to join a faction, rather than negatively motivated by knee-jerk dropdeck tonnage changes and buffs / nerfs.
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