

Pgi Needs To Play Some Cw Warfare With A 12 Man
#1
Posted 10 April 2016 - 08:45 PM
In summary:
Currently clans again out range nearly all IS mech (as it should be)
On average their heavies pack more fire power and speed than IS counter parts (again as it should be)
Their tonnage is now also the same. Someone is seriously smoking and staying high if they think this should be the same.
This supposed to = balanced with both teams having 12 v 12 rather than 10 v 12. Any tournament judge that tried that on table top, in it's glory days, would have nothing but clanners show up.
When collecting data in the future for CW pay attention to which units are where and why. It is possible to skew data results being collected in CW something that is obvious to anyone that understands the concept.
#2
Posted 10 April 2016 - 08:53 PM
#3
Posted 10 April 2016 - 08:57 PM
#4
Posted 10 April 2016 - 10:00 PM
PS. "Clans OP pls nerf" and "IS OP pls nerf" threads are about even right now, which says balance is good.
Edited by MaxFool, 10 April 2016 - 10:02 PM.
#5
Posted 10 April 2016 - 10:11 PM

#6
Posted 10 April 2016 - 10:11 PM
#8
Posted 10 April 2016 - 10:20 PM
#9
Posted 10 April 2016 - 10:28 PM
Edited by Black Ivan, 10 April 2016 - 10:36 PM.
#10
Posted 11 April 2016 - 04:23 AM
To use your analogy, why are you taking Shermans against M1? Take 3 Black Knights and a Firestarter/Wolfhound. Boom! You can fight on an equal footing.
#11
Posted 11 April 2016 - 06:20 AM
As soon as you post there will be 10 people say the complete opposite of what you just said
PGI has complete control over the game if they want they can buff or nerf any side or any Mech
We as a mixed group kicked the crap out of 11 man SWOL team yesterday
I spent the whole match on the phone talking to a friend and I seemed to have a super Mech lol
Even LRMs where working yesterday
Before anyone jumps off the deep end this is the most fun CW has been since it started
Better then QP so do what I do check any logic and common sense at the door when I log into MWO
#12
Posted 11 April 2016 - 07:11 AM
Wesxander, on 10 April 2016 - 08:45 PM, said:
Clans are not currently stronger than IS in CW, though it's a pretty close call I think IS has a slight edge right now.
Faction balance is quite good, some mechs on both sides need help.
I would love a reduction in tonnage though, for both factions. 260 is way to high, should be 230 or something to make medium mechs see more play. 240 might be a good change to start with.
Edited by Sjorpha, 11 April 2016 - 07:14 AM.
#13
Posted 11 April 2016 - 07:24 AM
Sjorpha, on 11 April 2016 - 07:11 AM, said:
Yup, the way they have used tonnage to balance IS vs clans, in a few years with OP side swinging back and forth, we'll hit 400 vs 400 tons. If not 600 vs 600

#15
Posted 11 April 2016 - 08:21 AM
Wesxander, on 10 April 2016 - 08:45 PM, said:
In summary:
Currently clans again out range nearly all IS mech (as it should be)
On average their heavies pack more fire power and speed than IS counter parts (again as it should be)
Their tonnage is now also the same. Someone is seriously smoking and staying high if they think this should be the same.
This supposed to = balanced with both teams having 12 v 12 rather than 10 v 12. Any tournament judge that tried that on table top, in it's glory days, would have nothing but clanners show up.
When collecting data in the future for CW pay attention to which units are where and why. It is possible to skew data results being collected in CW something that is obvious to anyone that understands the concept.
Anything you know about table top wont do you much good in this game except for getting a head start with the non intuitive construction rules in the mechlab.
The 3 lance vs 2 Star (12vs10) concept is dumb for all sorts of reasons, the biggest being its suggesting 12 human intelligence's vs 10. Human players are not the same thing as plastic figurines standing in hexes.
Regarding Clan vs IS balance, many think that IS has some edge right now provided its certain 'Mechs. Its the burn time, cooler weapons, & structure quirks etc.
Here is the thing though, in order for the tech base balance to become the biggest factor on match outcome, both teams have to be of near equal ability. I'm more worried about who's attacking or defending on what map rather than what faction I am. Often in CW matches, 1 side is so far outmatched that the tech base argument/factor is irrelevant.
#16
Posted 11 April 2016 - 08:25 AM
With real 12 mans (full HHoD), not the random assortment that gather on the public channels of Davion TS that you play in, we actually defeat organised clan units on a regular basis.
#17
Posted 11 April 2016 - 08:48 AM
#18
Posted 11 April 2016 - 11:02 AM
#20
Posted 11 April 2016 - 02:04 PM
Two ways to beat Clans:
1. Synergy deck of your own. Look at this thread the FRR is putting up on the Stormtrooper deck. It's an example of one and there's others. A lot of the Clans power with a 12man comes from speed and performance window synergy; when 1 Clanner can hit you in a wave generally they all can. They don't string out on pushes and that translates to a huge advantage.
2. Frontload tonnage and play aggressive. 2 assaults (BLR and a WubShee is great. 2 Maulers works too), 1 BJ and a 35 ton light of choice (Oxide, Firestarter, Wolfhound generally) can be used to stomp 3 waves of 65 tonners and have BJs and lights to clean up the last wave. You build firing lines and either push that line into the enemy or draw him into it. A 12 assault push is very effective IF the assaults in question are good mechs and the pilots know their job and what they're doing.
In either case though you can't do the old standby of 'wait by the Omega' or even 'hide in cover on Boreal until they close'. You need initiative, you need to play up close and push. Ironically Clans need to do the same thing to play well. IS vs IS matches are very trade-heavy anymore. IS vs Clan matches that are very close generally are not. They're about initiative and aggression.
Mech for mech IS can keep up with Clans now. The difference is that it's much easier to put a Clan synergy deck together. Run 12 Black Knights though and you'll inspire tear fountain posts on reddit.
It's just a whole different set of strats, that's all.
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