Clan Mech Omnipods Shouldn't Be Swappable Until Chassis Is Mastered
#21
Posted 06 May 2016 - 02:45 AM
#22
Posted 06 May 2016 - 02:46 AM
#23
Posted 06 May 2016 - 03:01 AM
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.
Just another "nerf the Clans" idea......
#24
Posted 06 May 2016 - 03:34 AM
Lunatic NEo, on 06 May 2016 - 12:51 AM, said:
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 >>>>
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
Posted 06 May 2016 - 03:51 AM
Jazzbandit1313, on 05 May 2016 - 10:38 PM, said:
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
Yeah, that shows why the skill tree is bad, and hence it DOESN'T make sense to grind out 3 variants.
Quote
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
Posted 06 May 2016 - 04:00 AM
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
Posted 06 May 2016 - 05:05 AM
#28
Posted 06 May 2016 - 05:20 AM
Jazzbandit1313, on 05 May 2016 - 10:38 PM, said:
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
Posted 06 May 2016 - 05:32 AM
Jazzbandit1313, on 05 May 2016 - 10:38 PM, said:
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
Posted 06 May 2016 - 05:42 AM
#31
Posted 06 May 2016 - 05:51 AM
If you want to play different builds just build mechs differently, it's what everyone else does.
#32
Posted 06 May 2016 - 05:58 AM
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?
Lunatic NEo, on 05 May 2016 - 10:47 PM, said:
Well that just makes it Vanilla warrior and no one is asking for that.....except you and hopefully sarcastically.
#33
Posted 06 May 2016 - 05:58 AM
Maybe if we lock everything but weapons on battlemechs too...
#34
Posted 06 May 2016 - 05:59 AM
Let's be honest. The source of most problems the game has can be found within the Mech Lab.
#35
Posted 06 May 2016 - 05:59 AM
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
Posted 06 May 2016 - 06:23 AM
Technically an omnipod should be able to hold any weapon, not just energy or ballistic or missile.
#37
Posted 06 May 2016 - 06:32 AM
#38
Posted 06 May 2016 - 06:39 AM
Jazzbandit1313, on 05 May 2016 - 10:38 PM, said:
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
Posted 06 May 2016 - 06:49 AM
#40
Posted 06 May 2016 - 06:50 AM
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