Faction Play Tonnage Changes 26-Jan-2016
#21
Posted 27 January 2016 - 04:58 AM
The tech is on a damn good way to being balanced, why should the IS need more tonnage than the Clanners if the tech has been balanced?
#22
Posted 27 January 2016 - 06:35 AM
Rushin Roulette, on 27 January 2016 - 04:58 AM, said:
The tech is on a damn good way to being balanced, why should the IS need more tonnage than the Clanners if the tech has been balanced?
On the tonnage change, many will adjust to it as they have done before. As for balance itself, the current standings had several items adjusted.
Skill Tree chopping - affected both techs
GR increased cooldown timer - affected Clan more so than IS
C-ERML max range reduced (other shorter range weapons also affected
Reduction of synergy with C-ERML + GR
Loss of movement when one C-ST w/C-XL destroyed.
Some unnecessary structural quirks on a few IS mechs, primed for CW.
What has affected both side though, more so Clans than IS has been the influx of new players, many going Clan and using trial mechs in CW. The previously listed items would have affected the trial T-wolf and Stormcrow the most. Add the switch of a number of large merc units from Clans to IS.
People have been and will continue to adjust to the current changes and future changes.
#23
Posted 27 January 2016 - 06:55 AM
Players saying such nonsense like "If you cry loud enough PGI will hear you.. if you're a clanner that is" or "Hmm i dont understand that : 2 times Tukayyid Winner Clan = nerf IS".. all that raging whining because of measly 5 Tons.
Yes. I agree that clans have been hit repeatedly by nerfs (most of them were actually needed) and IS mechs have been blessed by many buffs (Again, mostly needed). Now all that is left is to slightly buff a few clan weapons/mechs and nerf a few IS mechs to get the balance even better. But Id say the techs are both approx. 90-95% balanced... only minor tweaks are needed and no ham handed approach like multiple changes at once which we have had. But this is off topic and can be argued/raged about in multiple other topics.
#24
Posted 27 January 2016 - 11:27 AM
#25
Posted 27 January 2016 - 12:02 PM
Force IS (and clanners, of course) to use smaller mechs and see if balancing improves.
#26
Posted 29 January 2016 - 01:03 AM
Boldar, on 27 January 2016 - 12:02 PM, said:
Force IS (and clanners, of course) to use smaller mechs and see if balancing improves.
IS heavies better than clan Heavies?
Seriously? IS has no 75 tonners that compete with Tiberwolf.
Hellbringer has ECM and Ebon Jag is a damn good chassis for a 65 Tonner.
IS only saving grace is the 65 tons Thunderbolt that is getting nerfed regularly. Quickdraw are nice but suffer from XL. Good Jager builds also suffer from XL. Orion is a joke unfortunately, Catapult is not useful in CW, Dragon 1N have been nerfed (and XL) Cataphracts have low mounts or XL or both, Grasshopper is huge and has XL, Black knight is too big and low mounts,.
#27
Posted 30 January 2016 - 03:08 PM
#28
Posted 12 February 2016 - 06:50 AM
Due to atmospheric pressure/gravity waves(confirmed!)/system peculiarities/bad weather there could be a range of 230-270 in 10ton increments. This will keep everyone on their toes when selecting a deck before a CW match. [5 possible planetary limits]
If you think this is a lore foul, It can be explained by the Dropship needing to take on extra equipment to deal w the local conditions.
I think this would be preferable to the CW drop limit changing all the time.
Devs can tweak a planet's limit and they will get less outcry than tweaking the galaxy's drop limit. =D
Edited by Terrastras Rex, 12 February 2016 - 06:55 AM.
#29
Posted 12 February 2016 - 07:59 AM
Terrastras Rex, on 12 February 2016 - 06:50 AM, said:
Due to atmospheric pressure/gravity waves(confirmed!)/system peculiarities/bad weather there could be a range of 230-270 in 10ton increments. This will keep everyone on their toes when selecting a deck before a CW match. [5 possible planetary limits]
If you think this is a lore foul, It can be explained by the Dropship needing to take on extra equipment to deal w the local conditions.
I think this would be preferable to the CW drop limit changing all the time.
Devs can tweak a planet's limit and they will get less outcry than tweaking the galaxy's drop limit. =D
I like this idea in broad strokes, but the dropdeck selection would need a bit of refining if you had to tailor it every time you dropped. If you click on a planet, and instantly get a match, you onoy have that minute to try to figure out a deck that's appropriate for the map, and for the tonnage...
If we could get a dropdeck save function, so we could switch between decks we've already setup, it would be less of a problem...
#30
Posted 27 December 2016 - 08:55 PM
it's worse yet.
Clan can't win in Scout now, unless pugs gives it to em !!!
and the Tonnage disparity in Faction is unfathomable ???
#31
Posted 27 December 2016 - 11:09 PM
Phadrus Corpus, on 27 December 2016 - 08:55 PM, said:
it's worse yet.
Clan can't win in Scout now, unless pugs gives it to em !!!
and the Tonnage disparity in Faction is unfathomable ???
Way to necro a year old thread.
Silly clammer, you're crying in the wrong place.
And you're wrong to boot.
#32
Posted 28 December 2016 - 12:49 AM
#33
Posted 28 December 2016 - 04:32 AM
Phadrus Corpus, on 27 December 2016 - 08:55 PM, said:
it's worse yet.
Clan can't win in Scout now, unless pugs gives it to em !!!
and the Tonnage disparity in Faction is unfathomable ???
History lesson
Merc units switched from Clan to IS, severe population imbalance to say the least, leaving primarily Clan pugs and a few loyalist units. Many mercs went FRR. The Clans were driven back to having only a few worlds each.
But why the switch? Advantage. What better way to try new things while not at a severe risk of losing, knowing most other mercs will also go IS, leaving the seals?
- Dec-2015 Massive Skill Reduction % across the board, ERLM/smaller Clan Energy weapons max range halfed, loss of C-XL torso/speed reduction
- PGI has been playing with CW/FP tonnage differences as a bandaid.
- IS mech quirks % changed from specific weapon to general weapon quirk
- Dec 15-2015 Black Knight becomes available for MC purchase and it had some serious quirks, especially structural quirks, BLR-6-KNT 23ct/16st 12arms/16legs, then energy range 20% and energy heat/cooldown 10%. Accel/Decel/Turn speed 35% Torso yaw speed 25%.
- Other BK had similar setups but the big one BL-7-KNT-L with Energy Range 20%, Laser Duration 15%, Energy heat gen 10% plus the above structural quirks, fielding a gaggle of isMPL
- BK previous structural quirks were 6arms/8st only and 8legs while the energy quirks were low or did not exist for that specific mech.
And it is in that weight range where it could run a STD and still be fast enough, while an isXL gave it a decent speed boost. - Have a coordinated unit fielding @ least 2 lances per round with focus firing, it was devastating especially vs green Clan or pugs.
- BK previous structural quirks were 6arms/8st only and 8legs while the energy quirks were low or did not exist for that specific mech.
- Another mech that stood out were the Blackjacks. They had more structural quirks than the Black Knight (chuckles) 28ct, 22st and 24arms and some 24legs with some sick energy quirks.
https://mwomercs.com...38-01-dec-2015/
Edited by Tarl Cabot, 28 December 2016 - 05:21 AM.
#34
Posted 28 December 2016 - 05:11 AM
...It's nothing new...
#35
Posted 28 December 2016 - 09:45 AM
InnerSphereNews, on 26 January 2016 - 11:39 AM, said:
</div><div><font face="Stratum1 Medium" size="3">Inner Sphere DropShip division Commanders have instituted the following change to their Faction Play tonnage limits:</font></div><div>
</div><div><font size="3" face="Stratum1 Bold">All Inner Sphere Factions:</font><font face="Stratum1 Medium" size="3"> DropDeck tonnage limits have been decreased from 265 tonnes to 260 tonnes until further notice.</font></div><div><font face="Stratum1 Medium" size="3">
</font></div><div><span style="font-size: medium;"><font face="Stratum1 Bold">All Clan Factions:</font></span><span style="font-family: 'Stratum1 Medium'; font-size: medium;"> DropDeck tonnage limits remain unchanged at 260 tonnes.</span></div>
My DropShip Commander tells me that ClanTech drop decks are limited to 240 tons, not 260
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