Posted 17 December 2016 - 01:39 AM
So first, bug reports.
The drop deck menu bug is still there. Where I drop and the mech lands, but the menu is still on the screen and stops me from piloting. Its been around a while.
With planet voting for attack vectors, it flat out doesn't function. For a few votes Kooken's Pleasure Pits won the vote but wasn't selected. Where as recently Waldorf has been winning the Jade Falcon votes, but it's still choosing other planets. I think it still registers Stiener as winning the vote so that it randomly chooses a planet, which makes the vote for a planet function completely nonfunctional.
Now that that's out of the system, let's hit this piece by piece.
So the previous map where Jade Falcon had the huge core of the map wasn't Jade Falcon's fault early on. From what I understand, a lot of the big merc groups pick a clan like that at the start of a new map and push the border out. The point was so House Davion or Liao could battle clans too rather than just the adjacent IS worlds, and force matches between the clan and IS so that games happen in the long run for CW.
So right now we can easily be seeing the same. Hypothetically, if IS was winning it all and pushing in on the clans hard right now, we'd hit an end withing a few days seeing as clans started with 20 worlds to them. Where as IS has 300-500 worlds per house. So if you're a merc unit and want to set up long term MC gain from having planet tags, Clans need to be winning. Otherwise IS hits the tag max, and no one but clan can possible get any. Now the IS can actually push in and get something for its units.
Next, the odds of the Tonnage being fixed is low. Right now by making the tonnage difference they've admitted to the player base that they think Clan is better than IS by mechs. If they go back and change it, there's going to be outcry. Much like what we're seeing now, but add more IS players who should be at least half the game.
Next, the removal of quirks. What makes everyone think that'll stop IS quirk nonsense? Really, it's just added to skill trees by making IS skill trees better. There's still going to be the same nosense, but now it's divided among 50+ points on a grid, so it's harder to see, increasing disparity between new players and skilled players more.
Last, the biggest problem I see is still high damage Alpha strikes. Before this patch set even, I peek around a corner with a timber wolf to try to see the enemy team, and a Warhammer with an Alpha strike can bring me from full to the 76 armor on my front is gone and the CT crit lights are flashing. So with the grasshoppers and the battlemasters and the thunderbolts that make up the rest of the high laser vomit meta that the mean IS teams play, 2 people drop me on sight before I can do anything, and that sucks. So much of the clan units who have been dealing with it are running 50-60 damage laser vomit builds to counter this, because clan lasers run hotter. So with so much damage thrown around, and players dropping terrifyingly fast on either side, it gets to be a painful meta, especially with no skill balance to ease new players into that. So what we really need is Energy Draw, because the entire point of that is to start capping damage spikes. If we get rid of the high damage alphas and work on a more sustain fire skill plays a nice roll, and players can survive long enough to get out of a bad situation without being destroyed for a misstep.