Posted 27 January 2017 - 11:37 PM
So despite those two players claiming balance is fine, balance is not fine. First and foremost IS can drop two assaults and two lights. The clans can drop one assault, one heavy, one medium, and one light. Anyway you slice it two assaults in the first two drops or last two drops will have the advantage. My feedback make clan clan, and Inner sphere Inner sphere. Both having the exact same drop deck tonage wise. Here comes the clan is op.
Now I do not know which Lore this game is working off of, but the point of time, where this game is moving it really does not matter. The real black night, at least the one in MW4, was mech built from clan tech. It could be armed as heavily as the Timberwolf, and retain jump jets. Mainly because it used omni pods. Now the omni sections for this game are different then the ones in MW 4. So obviously it would not work the same way but if you built the mech right, it would solve that so called un balance. Another mech the IS has coming there way the dreaded Thanatos. You think the Night Gyr is tough this thing is really tough and can pack a serious weapon payload. Developed in response to the clans. Another anti clans mech, the Templar, the Hybrid Heavy/assault mech. Last but not least is the IS Fafnir. My point is make the clan mechs whole, make the drop deck tonage Identical. If there is mass unbalance, then instead of increasing nerfs clan side, give the IS mechs designed to fight the clans. There is several mechs on the IS side that fit that build. Along with the x pulse laser line, famed for use by the to come Gray Death Legion. To me this should be at the top of faction play right now. You want people to really delve into faction play then when there in a clan mech it needs to feel like a clan mech, not a nerfed into the ground clan mech. The same goes for IS mechs. There is a point of taking balance too far, where you utterly ruin immersion of a game.
On the point of map selection. Frankly get rid of the quick play maps. Make it invasions all round, why? Simple when stepping into a invasion map, you know your in for it, and you know its going to be a tough fight. This is the point of view of one player. Although I can make stuff up and say I talked to loads of people that agree with my point of view I will not.
On walls its an obstacle deal with it.
On the drop points. We do not have the level of communication via ts, or in game, to be doing this real time. This was suggested during the round table. If some units want this to happen, then let the leader of the groups set the drop point prior to launch of the map. Once set they can not be altered. Like I said its not practical. In a invasion the lead guys do not have time to be figuring out where to send this load of reinforcements, while trying to keep the group on target. In my mind it has to be done before the match.
On the point of the long tom, to be frank, it was fine. Frankly fun too. It also added the element of foot soldier to faction play. Meaning one portion of the unit did a ton of grunt work in scouting, prior to a unit invasion, there by setting up the invasion. To me nerfing or removing content from a game never works out. If thats all you do. Jam the rader instead? Yea thats mech warrior, why dont we just use real jam on the mechs like spaceballs the movies, there is no way anyone can complain about that right?
Special events I really like the idea but I think your going to spread the population too thin. So I would probably run an event at cst time zone, oceanic time zone, and europeon time zone on a specific day. During those spcific times all faction play is suspended. Expand the event to have one going for each faction. Have it being a rarity but with plenty of warning to the player base as to the when. Not sure if the scope of this suggestion is too extreme.
Now onto factions. Any special treatment or buff to the factions is a bad idea. To be blunt this player base is not mature enough for it. As the Long Tom issue has proven. All its going to cause is allot of bickering.
Also adding a new psr to events or the faction set up is not a good idea, in my opinion the current one is flawed in a major way. You win three then get the last match to wipe away your hard work, because your team did not know what they were doing. So lets stay way from more psr of any kind shall we?
You guys did allot of talking about stayed away from the drop deck issue, and stayed away from the non stop stream of nerfs to the clan mechs. Both of which is at the heart of problems in invasions right now. So to me that is not a good sign.
Lastly do not use redit, and do not use any fan sites for feed back. Here are some of the top killers for online games, fansites/redit, constant nerfing and removal of content, and lack of communication. One of the most successful mmorpgs wow, has lost most of its player base. Why? Because some group says something on a fansite or redit, and boom blizzard toes the line and does it. In the end ticking off the actual majority of players. This happened many times in wows history. So my point is if you want to find out something talk to the players in the trenches, you might actually get solid information. Fansites, and redit is always running there own personnel agendas. Or worse case trying to make themselves feel good because they rubbed elbows with a certain developer.
My agenda is let skill decide who wins and who loses. Lopsided drop tonage, and endless nerfs of one factions mechs, does not let skill decide who wins rather it makes sure one side wins most of the time. I really get the feeling that some IS pilots underestimate the mechs they have access to and the ones they will have access to.
I like stepping into the big leagues when I do unit faction play, thats why I want the invasion maps back. You want to make the factions unique, I really wouldn't do it by way of buffs or special mechs. Maybe a large discount on buying mechs, that are specifically tied to your faction. It eases the grind and does not effect the outcome of faction play.
Just the thoughts of one player.