Jump to content

Clan Mech Omnipods Shouldn't Be Swappable Until Chassis Is Mastered


61 replies to this topic

#21 adamts01

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • 3,417 posts
  • LocationPhilippines

Posted 06 May 2016 - 02:45 AM

I don't like the current system at all. I actually don't like any leveling up system. It sucks grinding basic, crap mechs in tier 1 games. It would be better having a separate stack of modules instead of our current tree. I also don't like the idea of new players being at such a disadvantage. Maybe give some basic modules with mechs and after a certain xp they can unlock stuff like twist speed, acceleration or whatever.

#22 Cy Mitchell

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 2,688 posts

Posted 06 May 2016 - 02:46 AM

I have three different builds on the Novas that I am leveling. I also ran 3 different builds on my Hellbringers to level them up. I am not sure why everyone should have to level stock omni pod variants because you could not bring yourself to run different builds on each Nova.

#23 Piney II

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,224 posts

Posted 06 May 2016 - 03:01 AM

So you show up on the battle field with your un-mastered mech and locked omnipods with a build that you are probably less than happy with............

Only to get crushed by Clanners that CAN swap out omnipods, and I.S drivers running their fully tweaked mechs right off the showroom floor.

Great way to make the grind even more arduous. Posted Image

Just another "nerf the Clans" idea......

#24 Idealsuspect

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,127 posts

Posted 06 May 2016 - 03:34 AM

View PostLunatic NEo, on 06 May 2016 - 12:51 AM, said:

But Clans need to be getting worse, cause as you see in CW, in the Tournaments, in the Meta Mech Lists, they are still OP. There are still Clans picked by some!


Clans mechs are nerfed by they own pilots ... ( specially ghost bears they have lower K/D ratio in whole factions gg guys )

A common game yesterday >>>>
Posted Image

And i like OP idea cause it will force people to use differents weapons ( even me ) but in same time i think mastering system isn't really interesting and realistic.

But well .. PGI know what is good for their own game better than people who play it daily ( white knighting like a fool )

Edited by Idealsuspect, 06 May 2016 - 03:39 AM.


#25 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 06 May 2016 - 03:51 AM

View PostJazzbandit1313, on 05 May 2016 - 10:38 PM, said:

Alright, now before you all tear me a new one, hear me out.

I think we can all agree that Basic'ing three variants of an IS mech to reach the higher-tier proficiency like speed-tweek, etc, makes sense.


Mmm...

No, it actually doesn't make sense, it's a **** & pointless system that adds nothing of value to the game itself.

Quote

I think we can also all agree that buying three variants of a clan mech to do the same thing kind of sucks, as we often find ourselves running *mostly* the same omnipods and builds as we get used to what we like on the mech.


Yeah, that shows why the skill tree is bad, and hence it DOESN'T make sense to grind out 3 variants.

Quote

IS mechs having locked hardpoints forces us to vary our loadouts and broaden our skillset to essentially work with what we're given. With clan mechs, when basic'ing three chassis, it's so easy and comfortable to run the same build over and over again for every chassis. I know from firsthand experience, as I mastered all three of my Novas with 6 C-ERML on them 95% of the time.

Therefore, I argue that being able to swap out the omnipods on a clan mech should come as a second, master tier proficiency that costs some high amount of XP, like the second module slot. This will force the mechwarrior to adapt to the mech and not be allowed to sit in his/her comfort zone. This also prevents the clan mechs from being boring to play. I play one game with my Nova and I'm sick of the thing, vs. an IS mech that I have to build out according to the hardpoints in the lore, challenging me to make unique builds that constantly help me improve both my weapon skill across all categories and my versatility as a pilot of many different mechs. The tragedy here is that you might think players will vary their omnipods and builds even if they have the ability to run the same thing across several variants, but the guilty pleasure of having that one build you always do well in is often too much of a plus for people. Hell, I tried doing something different with each clan variant, but I almost always return to the builds I know I can consistently do well in with less effort because it's just easier. Not to say that clan mechs are easier to use in general, but from a building and logistics perspective, they absolutely are.

Thoughts, comments, questions, additions, criticisms? I'm eager to hear what you all think.


TO CLARIFY,

I mean that swapping omnipods should be locked, not the weapons, heatsinks, etc. We'd still be able to customize the mechs, just not with different omnipod hardpoints until mastering.


All this does is make it even more annoying to play clan mechs, so I don't see the point.

Edited by Pjwned, 06 May 2016 - 04:13 AM.


#26 Prof RJ Gumby

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • 1,061 posts

Posted 06 May 2016 - 04:00 AM

How about no.

WOT forces you to play suboptimal machines until you 'master' them and it sucks. You're not 'just' weaker than others, you're outright defenseless meat for the grinder for your first X matches in a new vehicle. This would be the issue with many omnimech variants, making leveling up more of a irritating, painful chore and unbalancing matches even further.

Bad idea is bad.

#27 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 06 May 2016 - 05:05 AM

So in order to alleviate your boredom with running the same build on omnimechs we should limit build options until a substantial amount of time has been sunk into the chassis. No, thank you. I don't need even more arbitrary time sinks before my mech is no longer disadvantaged by the skill tree.

#28 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 06 May 2016 - 05:20 AM

View PostJazzbandit1313, on 05 May 2016 - 10:38 PM, said:

Alright, now before you all tear me a new one, hear me out.

I think we can all agree that Basic'ing three variants of an IS mech to reach the higher-tier proficiency like speed-tweek, etc, makes sense.

I think we can also all agree that buying three variants of a clan mech to do the same thing kind of sucks, as we often find ourselves running *mostly* the same omnipods and builds as we get used to what we like on the mech.

IS mechs having locked hardpoints forces us to vary our loadouts and broaden our skillset to essentially work with what we're given. With clan mechs, when basic'ing three chassis, it's so easy and comfortable to run the same build over and over again for every chassis. I know from firsthand experience, as I mastered all three of my Novas with 6 C-ERML on them 95% of the time.

Therefore, I argue that being able to swap out the omnipods on a clan mech should come as a second, master tier proficiency that costs some high amount of XP, like the second module slot. This will force the mechwarrior to adapt to the mech and not be allowed to sit in his/her comfort zone. This also prevents the clan mechs from being boring to play. I play one game with my Nova and I'm sick of the thing, vs. an IS mech that I have to build out according to the hardpoints in the lore, challenging me to make unique builds that constantly help me improve both my weapon skill across all categories and my versatility as a pilot of many different mechs. The tragedy here is that you might think players will vary their omnipods and builds even if they have the ability to run the same thing across several variants, but the guilty pleasure of having that one build you always do well in is often too much of a plus for people. Hell, I tried doing something different with each clan variant, but I almost always return to the builds I know I can consistently do well in with less effort because it's just easier. Not to say that clan mechs are easier to use in general, but from a building and logistics perspective, they absolutely are.

Thoughts, comments, questions, additions, criticisms? I'm eager to hear what you all think.


TO CLARIFY,

I mean that swapping omnipods should be locked, not the weapons, heatsinks, etc. We'd still be able to customize the mechs, just not with different omnipod hardpoints until mastering.


You know how hard it is to build decent mechs as it is? Something like the Stormcrow and Timberwolf won't suffer a lick. Try building something useful on the Gargles-Prime or the Mist Lynx-Prime... you'll find that all the existing bad mechs are very likely to suffer/suck more than what an already good Clan mech has to deal with.

You got to think a lot deeper and harder instead of really bad solutions that only make the process of grinding 3 mechs all the more painful.

#29 WarHippy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,836 posts

Posted 06 May 2016 - 05:32 AM

View PostJazzbandit1313, on 05 May 2016 - 10:38 PM, said:

Alright, now before you all tear me a new one, hear me out.

I think we can all agree that Basic'ing three variants of an IS mech to reach the higher-tier proficiency like speed-tweek, etc, makes sense.

I think we can also all agree that buying three variants of a clan mech to do the same thing kind of sucks, as we often find ourselves running *mostly* the same omnipods and builds as we get used to what we like on the mech.

IS mechs having locked hardpoints forces us to vary our loadouts and broaden our skillset to essentially work with what we're given. With clan mechs, when basic'ing three chassis, it's so easy and comfortable to run the same build over and over again for every chassis. I know from firsthand experience, as I mastered all three of my Novas with 6 C-ERML on them 95% of the time.

Therefore, I argue that being able to swap out the omnipods on a clan mech should come as a second, master tier proficiency that costs some high amount of XP, like the second module slot. This will force the mechwarrior to adapt to the mech and not be allowed to sit in his/her comfort zone. This also prevents the clan mechs from being boring to play. I play one game with my Nova and I'm sick of the thing, vs. an IS mech that I have to build out according to the hardpoints in the lore, challenging me to make unique builds that constantly help me improve both my weapon skill across all categories and my versatility as a pilot of many different mechs. The tragedy here is that you might think players will vary their omnipods and builds even if they have the ability to run the same thing across several variants, but the guilty pleasure of having that one build you always do well in is often too much of a plus for people. Hell, I tried doing something different with each clan variant, but I almost always return to the builds I know I can consistently do well in with less effort because it's just easier. Not to say that clan mechs are easier to use in general, but from a building and logistics perspective, they absolutely are.

Thoughts, comments, questions, additions, criticisms? I'm eager to hear what you all think.


TO CLARIFY,

I mean that swapping omnipods should be locked, not the weapons, heatsinks, etc. We'd still be able to customize the mechs, just not with different omnipod hardpoints until mastering.

I dub this idea... New Coke
This would be a silly thing to do.

#30 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 06 May 2016 - 05:42 AM

No, this is a terrible idea. I'm not even sure what it would accomplish other than annoy everyone.

#31 Satan n stuff

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,508 posts
  • LocationLooking right at you, lining up my shot.

Posted 06 May 2016 - 05:51 AM

Yeah... no.
If you want to play different builds just build mechs differently, it's what everyone else does.

#32 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 06 May 2016 - 05:58 AM

Worst idea ever OP, lets penalize Clan pilots more, cuz locked DHS, Equipment, Engines and now Omnis too?

SO basically you are another IS purist? Thinks clans ruined the game? Or you just want an I win easy mode? I just dont get what this is going to change for the better. Nothing as far as i can tell, just make one sides tech a little worse of for a little while. Its basically hurting newbies and and inexperienced guys more then anyone.

Just more convoluted stuff the game doesnt need, its been this way for a long time i dont see the need to change just for the sake of change.

Also, why would you make all 3 variants do the same thing? That literally defeats the purpose of the Omni system and is no ones fault but your own. There are plenty of loadouts you can do with the onmis on most mechs, you imagination lacking should be PGI's issue.

This is just another BS mechanic thatt someone wants thrown on clan mechs, are you trying to cut down on there OPness or something? Or are you just purposefully trying to gimp new players more then now?

View PostLunatic NEo, on 05 May 2016 - 10:47 PM, said:

We should also lower their Heat Cap, Heat Dissapation, lower all Laser Range, raise their Laser Duration and kill them outright if they loose a ST!


Well that just makes it Vanilla warrior and no one is asking for that.....except you and hopefully sarcastically. :P

#33 thehiddenedge

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 326 posts

Posted 06 May 2016 - 05:58 AM

Yeah, ok, great idea.
Maybe if we lock everything but weapons on battlemechs too...

Posted Image

#34 Felbombling

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,980 posts
  • LocationVancouver, BC

Posted 06 May 2016 - 05:59 AM

I get where the OP is coming from, but until I stop seeing every Inner Sphere Mech stripped of its original load out and instead packed with SRMs, Large Pulse Lasers or any other boating mechanic, I cannot justify it. Perhaps if you removed the useless skills in tier II of the skill tree and changed them to something offering Mech modification, that would be ok. Yet, as someone noted above, people are not going to play twenty games at a massive disadvantage for the sake or lore or whatever.

Let's be honest. The source of most problems the game has can be found within the Mech Lab.

#35 Robot Kenshiro

    Member

  • PipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 315 posts
  • LocationAustralia

Posted 06 May 2016 - 05:59 AM

Im gonna have to say no as well. Its player choice what you want to load out when it comes to clan mechs. You have the option of leaving hardpoints stock or chnage them. Myself and many others have changed to suit their current flavors. And every now and then i play stock clan mechs just for kicks.
If you yourself have changed omnipods and got bored? Why change them at all? Why not leave the hardpoints as is for that variant. That little friend in the back of your head said that you could and you did it anyways cos..you could. And thats that really. Use your own will power. If you dont have none then dont try to change something that doesnt need to be changed. I will not grind out a bizallion xps just to be able to swap my omnipods on my clan omnimechs. No thank you.

#36 thehiddenedge

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 326 posts

Posted 06 May 2016 - 06:23 AM

I kinda wish we had IS omni's only so that IS purist's that refuse to buy Clan tech could understand the disadvantages of the omni system in this game. Having fixed tonnage, locked engines, locked heatsinks, locked crits, really limits build options more so than hardpoints on some chassis. Whereas on the IS side we have our very own personal mech factory, able to rebuild a mech from scratch. It's just so backwards from a lore perpective.

Technically an omnipod should be able to hold any weapon, not just energy or ballistic or missile.

#37 Coolant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,079 posts
  • Facebook: Link
  • LocationCalifornia

Posted 06 May 2016 - 06:32 AM

not gonna hear you out, OP, it's ridiculous

#38 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 06 May 2016 - 06:39 AM

View PostJazzbandit1313, on 05 May 2016 - 10:38 PM, said:

Thoughts, comments, questions, additions, criticisms? I'm eager to hear what you all think.


So... We have a game where the benefits of the skill system were nerfed because the performance difference between a freshly purchased and a skilled out mech were too great, and you actually want to lock build-customization features behind a grind-wall?

For the people that already skilled out the mechs or have a bunch of GXP, this changes nothing. All this does is punish people that have just bought a new mech, and for no benefit.

Edited by Escef, 06 May 2016 - 06:42 AM.


#39 Lorian Sunrider

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,176 posts
  • LocationCochrane, Alberta

Posted 06 May 2016 - 06:49 AM

Unless you are locking the ability to put on Ferro, Double Heat Sinks, Endo and Artemis (and maybe even the engine) on IS mechs till mastered, NO!

#40 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 06 May 2016 - 06:50 AM







8 user(s) are reading this topic

0 members, 8 guests, 0 anonymous users