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It Seems Like Clans Will Be Completely Overpowered With The Skill Tree


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#81 Monkey Lover

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Posted 05 May 2017 - 10:02 PM

View PostAthom83, on 05 May 2017 - 09:49 PM, said:

It should stabilize for the most part in a month or two after the second major update. They need to build data sets from the live server to get a baseline for what the playerbase is doing with the new changes to make further balancing. Quite a difference between lab testing and field testing.


2 months? i wish. In 2 months you will have new tech. Then they will want 2 months more. Then another month for the patch.

Junk mechs might and i mean might seen a buff in 5 months. Going off when they nerfed 70+ IS mech and the worst hit never recovered I dont have high hopes.

I plan just to keep moving to the meta and stop using my other mechs.

#82 Xetelian

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Posted 05 May 2017 - 11:05 PM

Clans are gaining anything more than they are losing.


With a full set of modules and the skill tree I have 17% cool down on my main weapon and 10% range. This is in addition to radar dep, seismic and double basics.

You simply cannot reach that same level of power through the new skill tree even with all 91 points spent on bringing yourself to the totals you can have now.



Some clan mechs are really powerful, the Night Gyr is ridiculously potent but it isn't getting any stronger.



This is seriously biased and you're all surrounding yourselves in an echo-chamber.

#83 Valhallan

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Posted 06 May 2017 - 12:30 AM

View PostJackalBeast, on 05 May 2017 - 08:14 AM, said:


Fine, can we touch on this subject here?; because this an often stated, and obvious (in the sense that the game is over 30 years old and was developed this way over time to encompass a 500+ year old progressive storyline between two tech bases, not to mention expand on the original franchise - cuz business on moneys, keep players interested)

I can never seem to get a coherent answer that would solve this problem and not create a weird androgynous sameness vs having a nice sprinkling of a unique snowflake mechs on each side which we currently have with some disparities.


There is an answer to this already, a system used in many wargames to "balance" armies while retaining their flavor/character (even BT uses it). It's called a point system (BV) by assigning an external value (so it doesn't muck about the lore) based on effectiveness you would get fair fights with close costed armies. Some would say that the system can be "gamed" (like the dreaded savannah master swarm) but i would contend that such things are simply inappropriately priced under the system.

The flaw with the point system as currently used (wargaming) is that generally the data for building it mostly comes from in-house testing, which misses things, and sanctioned events (tourneys), which has limited data (for stats purposes). In addition the rules are generally sold in rulebooks meaning updating and gathering new feedback is difficult. IMO MWO being an online game SHOULD be able to pull it off since the data is much easier to gather and contextualize. And after a "baseline" is established adding new equipment and mechs would be MUCH easier compared to the current lottery.

The issue about implementing a pointsystem (BV) that i can't defend however is the loss of trust in PGI. Many (in comparison to the original pop and not the current pop) don't think that PGI would be able to properly implement such a system, when the system first deploys it's going to be a hot mess just like when clan dropped, this wouldn't be a problem if they begin tweaks immediately but given how long things like the victor's missile boxes have been there..., many would rather take the current lottery since it at least somewhat functions (and i can't blame them).

View PostGyrok, on 05 May 2017 - 06:41 PM, said:

You mean the one with at minimum a 300m+ range advantage, and 2 points more damage with less duration, and can be fired 3 at a time, where as the *true* clan equivalent weighs 4 tons, and can only be fired 2 at a time? That one?


What, the range advantage of IS-LL to C-erml is only when firing outside optimum range, C-erml can also be fired 6 at a time. .... Surprise surprise! the equivalent of the C-erl is the IS-erl not the IS-LL. Which outside of uberquirked chassis have a questionable advantage over C-erl's since clans can spam way more heatsinks.

View PostGyrok, on 05 May 2017 - 06:41 PM, said:

You do realize that CLPL now has *less* range than a 10% range quirked IS LPL with a range module, right? Without the 10% range quirks, the IS LPL is basically equal range with a range module. The CLPL also does that 15% more damage over a 100% longer duration, and can only be fired 2 at a time versus 3 at a time for the IS.


Wut, with module and Tcomp CLPL has a longer absolute range and almost 75% more optimum range to boot.

View PostGyrok, on 05 May 2017 - 06:41 PM, said:

50% splash damage that is mostly worthless unless you are a terrible pilot running a mech with 4 ppcs and spamming them in hopes of hitting an open component you are unaware exists because you cannot even press the key to target the mech you are shooting?

When you are counting PPCs, the pinpoint is the only thing that matters.


Oh yeah the new IS PPCS are going to be so "good", nevermind the much heavier weight of the item and larger crit slot requirements of the required heatsinks, nevermind that the IS ppc velocity quirks are getting removed so they also have to mount tcomps, nevermind that the HPPC is going to have ISPPC minimum range meaning that cheetoh can just laugh at your 10 ton 4 crit weapon doing 0 dmg. Posted Image

Edited by Valhallan, 06 May 2017 - 12:46 AM.


#84 Vonbach

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Posted 06 May 2017 - 04:45 AM

Clans are already OP whats the difference?

#85 Bud Crue

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Posted 06 May 2017 - 04:55 AM

I'll say one thing for the Tukayyid event, at first it made me forget about my bile towards the skill tree nerfs.



Then after playing a few matches and seeing the bar stuck at 93% all evening (now 100%) that bile came back in a flood.

Rethink those nerfs PGI.





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