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While Clanners Cry About Weapon Wrist Slaps We Is'ers Have To Deal With This...

Balance BattleMechs

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#21 Novakaine

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Posted 17 June 2017 - 12:14 PM

Clan players most not so endearing trait I've found is is dis-ingeniousness.
Most be what attracts them to clan mechs anyway.
But PGI stated themselves in the patch notes.
They will keep Clan mechs as the top performers.
So F the IS I guess.

#22 GrimRiver

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Posted 17 June 2017 - 12:16 PM

View PostRestosIII, on 17 June 2017 - 12:06 PM, said:


They also got new offensive quirks in place of them. KGC-0000 gained 15% ballistic cooldown, 10% ballistic velocity, and the new armor quirks, in exchange for the 5% energy cooldown, 5% energy duration, and 15% missile cooldown it had previously. Honestly, from what I can, they're just trying to make people focus on the Ballistic side of KGCs while making them last longer. I think it's a fair trade TBH.

While it is a win for ballistic uses, it however is still a loss of 3 set of quirks for a gain of 2.

Which I find weird given KGC-000 has more ballistic hardpoints that it could've been used for, while the KGC-0000 should focus more on missile and energy and KGC-000B is the balance between the two.

The quirks I mean should focus on their strong points and not the weak ones.

Edited by GrimRiver, 17 June 2017 - 12:18 PM.


#23 RestosIII

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Posted 17 June 2017 - 12:18 PM

View PostGrimRiver, on 17 June 2017 - 12:16 PM, said:

Which I find weird given KGC-000 has more ballistic hardpoints that it could've been used for, while the KGC-0000 should focus more on missile and energy and KGC-000B is the balance between the two.


I think their goal was to mega-quirk the 2 ballistic slots so they can convince people to, y'know, actually use them, instead of ditching them and running without weapons in the arms.

#24 Snowbluff

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Posted 17 June 2017 - 12:21 PM

View PostRestosIII, on 17 June 2017 - 12:18 PM, said:


I think their goal was to mega-quirk the 2 ballistic slots so they can convince people to, y'know, actually use them, instead of ditching them and running without weapons in the arms.


RIP Franken crab. May your quirked, 4 high mounted is LPL dream of days before the damage loss and dequirk. May your SRM fly true like the stars in the sky. May your hands carry no burden beyond 1 ton of machine guns and heat sinks.

#25 Scout Derek

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Posted 17 June 2017 - 12:21 PM

View PostRestosIII, on 17 June 2017 - 12:18 PM, said:


I think their goal was to mega-quirk the 2 ballistic slots so they can convince people to, y'know, actually use them, instead of ditching them and running without weapons in the arms.


*puts MGs in B slots and loads up with LRMs*

Posted Image

#26 JadePanther

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Posted 17 June 2017 - 01:01 PM

they could have at least nerfed the mobility on the linebacker... that thing is too mobile for what can be stacked on it..

#27 Magnus Santini

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Posted 17 June 2017 - 01:03 PM

Yeah, PGI is going to make me switch my King Crabs all around, plus now I have to reskill them maybe. But I thought they were going to rebalance guns (and PPCs) too. So they probably shouldn't take away velocity quirks for those weapons until they put in the overall faster speeds for them. Unless they think missing and overheating or running out of ammo with 20s is a fun part of the game.

#28 Ced Riggs

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Posted 17 June 2017 - 01:17 PM

Nova, Cheetah, Gargoyle, Executioner, Ice Feret, Viper, Storm Crow, some EBJ, etc. have been cut down by or around 25%. Clams lost their best (and only viable) light, and one, if not two of their best scouts. TRwo already bad assaults got destroyed further, after the Skilltree almost saved them. That's not a slap on the wrist.

But hey, as long as we, as players, can insult each other over some fictional faction bullcrap that should not and does not matter, nothing is going to change about how little PGI will pay attention to this Verdun-tier trenchwarfare of communication in this forum.

Edited by Ced Riggs, 17 June 2017 - 01:19 PM.


#29 MechaBattler

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Posted 17 June 2017 - 01:19 PM

Can't expect them to reign on Clans and just leave the IS as is. It's balance, it's how it goes.

#30 FupDup

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Posted 17 June 2017 - 01:24 PM

View PostMechaBattler, on 17 June 2017 - 01:19 PM, said:

Can't expect them to reign on Clans and just leave the IS as is. It's balance, it's how it goes.

Nerfing both at the same time makes it harder to bring them both to the intended equal Power Level. You either nerf one, buff the other, or do a bit of both.

#31 Wolf Clearwater

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Posted 17 June 2017 - 01:58 PM

lol, IS mechs still outperform many of the clan mechs.

Anyone remember Kit Foxes?

Edited by Wolf Clearwater, 17 June 2017 - 01:59 PM.


#32 Mystere

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Posted 17 June 2017 - 02:03 PM

View PostGrimRiver, on 17 June 2017 - 10:37 AM, said:

... http://static.mwomer...re%20Quirks.pdf

Look at HBK-4SP - GHR-5P - BLK-KNT - BLR-2C - MAL - KGC.

Two of those IS mechs are top performers that can compete directly against clan top performers.

Oh, lets not forget the whole host of past IS top performer mechs that got nuked and now they're meh level while the clan top performers of that time are still top performers today.

Clanners will whine at every little tap, meanwhile we IS'ers have to deal with massive nerf batting to all our mechs that can fight on equal footing as clans.

"B-but muh KDK and Timbur got nerfed and the Nite jeer is gunna git it too" Yeah and yet they still out performs most IS mechs of the similar weight class on average.

And not only IS mechs are getting the bat, but some of our weapons too.

IS never wins anything.


Before I comment, is your post in the context of Quick Play (overwhelming majority of players), Community Warfare (small number of players), or eSPorts (tiny number of players)?

View PostGrimRiver, on 17 June 2017 - 10:58 AM, said:

I like the fact clanners get to post their whine threads left and right and nobody questions it, but one IS'er does it and the clanners tell the IS'er to quit whining. lol


In a related note, do you realize that players can buy any Mech, players can and do have alts, and those faction tags below their player name are just that, player tags, and not lifestyle choices?


View PostViktor Drake, on 17 June 2017 - 11:08 AM, said:



You need to change it to No One wins anything.

I play both sides so all I constantly see is my best and favorite mechs whether they are IS or Clan getting eviscerated to worthlessness each and every patch.

Which is why I get pissed off whenever anyone whines about OP this or OP that. PGI doesn't allow us to have good mechs and if they are good, they must be nerfed until they are garbage.

However, one thing I will point out to you. Clan Players don't go after the top performing IS mechs, but IS'er love to play the damsel in distress card and go after anything that is decent that is Clan.

Perhaps instead of complaining all the time about how bad the IS has it, you all should start complaining about how bad everyone has it.


Well, at least someone here gets it.

Edited by Mystere, 17 June 2017 - 02:09 PM.


#33 GrimRiver

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Posted 17 June 2017 - 02:13 PM

View PostMystere, on 17 June 2017 - 02:03 PM, said:


Before I comment, is your post in the context of Quick Play (overwhelming majority of players), Community Warfare (small number of players), or eSPorts (tiny number of players)?

A bit of everything.

Quickplay less so because PUGs and random mechs all over the place.

FW a bit more because clan laser out ranges IS, by time IS mechs are within range they're already kinda beaten up, losing (exp)BLR-2C health with make pushes less effective for an already clan dominated game mode.

Esports(If you can call it that) I don't know because I don't play it, so I can't tell ya there.

#34 Wiley Coyote

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Posted 17 June 2017 - 02:22 PM

View PostScout Derek, on 17 June 2017 - 12:21 PM, said:


*puts MGs in B slots and loads up with LRMs*

Posted Image


I saw someone the other night and he beat you to it. KGC 000 with 6 MGs, 2 LRM 20s an 2 MLs. Stayed way in the back and got pissy when people laughed at his build.

#35 Mystere

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Posted 17 June 2017 - 02:24 PM

View PostGrimRiver, on 17 June 2017 - 02:13 PM, said:

A bit of everything.

Quickplay less so because PUGs and random mechs all over the place.

FW a bit more because clan laser out ranges IS, by time IS mechs are within range they're already kinda beaten up, losing (exp)BLR-2C health with make pushes less effective for an already clan dominated game mode.

Esports(If you can call it that) I don't know because I don't play it, so I can't tell ya there.


In that case ...

Clan vs. IS balance should have been guided by lore: Clans had better equipment; the IS had numbers (tonnage and/or Mechs), plus (and this is the part most detractors forget), a fully developed Community Warfare with maps and game modes to suit and both galactic and planetrary campaign systems to hold everything together.

#36 GrimRiver

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Posted 17 June 2017 - 02:31 PM

View PostMystere, on 17 June 2017 - 02:24 PM, said:


In that case ...

Clan vs. IS balance should have been guided by lore: Clans had better equipment; the IS had numbers (tonnage and/or Mechs), plus (and this is the part most detractors forget), a fully developed Community Warfare with maps and game modes to suit and both galactic and planetrary campaign systems to hold everything together.

Didn't PGI suggest having 10 man on clan side and 12 on IS? Not sure where I heard that?

Dropdeck tonnage increase for IS was supposed to help, didn't do much though.

I think IS should be a on defense more often seeing as the clans are the ones attacking.

Edited by GrimRiver, 17 June 2017 - 02:33 PM.


#37 VitriolicViolet

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Posted 17 June 2017 - 02:39 PM

i think the black Knights have been getting hit hard for too long, the were only really good for s short time after release and were then nerfed, then rescaled+nerfed and now nerfed again. they seem to be getting the Highlander treatment.

I dont really see many at all any more, i pretty much stopped running mine after the rescale+nerf. Blks need a buff od sorts and preferably not mobility.

#38 Aggravated Assault Mech

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Posted 17 June 2017 - 02:43 PM

I mean.. the obvious solution would be to just restore Clan vs. IS weapon balance to their original TT values, and then remove the faction lock on weapons, engines, and equipment.

Add a refit cost to Battlemechs to reflect the fact that refitting them isn't supposed to be easy (either a second currency or more realistically C-bills), and then allow omnimechs to select their omnipod preset at the ready screen for each match. Then start adding quirks back to account for mechs with bad hardpoint locations and hitboxes etc.

Allow IS players to take one Clan mech and allow Clans to take one IS mech into FW.

Boom, balance is fixed in a way that reflects the original source material and reduces the overall friction between IS and Clan players. The majority of this discussion could have been avoided if PGI hadn't locked IS and Clan tech- which is an unprecedented decision.

We're far too deep down the rabbit hole for this, I know.

#39 RestosIII

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Posted 17 June 2017 - 02:44 PM

View PostAggravated Assault Mech, on 17 June 2017 - 02:43 PM, said:

I mean.. the obvious solution would be to just restore Clan vs. IS weapon balance to their original TT values, and then remove the faction lock on weapons, engines, and equipment.

Add a refit cost to Battlemechs to reflect the fact that refitting them isn't supposed to be easy (either a second currency or more realistically C-bills), and then allow omnimechs to select their omnipod preset at the ready screen for each match. Then start adding quirks back to account for mechs with bad hardpoint locations and hitboxes etc.

Allow IS players to take one Clan mech and allow Clans to take one IS mech into FW.

Boom, balance is fixed in a way that reflects the original source material and reduces the overall friction between IS and Clan players. The majority of this discussion could have been avoided if PGI hadn't locked IS and Clan tech- which is an unprecedented decision.

We're far too deep down the rabbit hole for this, I know.


I'll sign onto this only if I get a 5% commission on every single Mad Cat MK II sold to the Inner Sphere. Posted Image

#40 Mystere

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Posted 17 June 2017 - 02:47 PM

View PostGrimRiver, on 17 June 2017 - 02:31 PM, said:

Didn't PGI suggest having 10 man on clan side and 12 on IS? Not sure where I heard that?

Dropdeck tonnage increase for IS was supposed to help, didn't do much though.

I think IS should be a on defense more often seeing as the clans are the ones attacking.


Actually, the 10 Clan vs 12 IS tests resulted with the Clans getting wiped, repeatedly. It's something that seems to have been "conveniently" forgotten.

View PostAggravated Assault Mech, on 17 June 2017 - 02:43 PM, said:

I mean.. the obvious solution would be to just restore Clan vs. IS weapon balance to their original TT values, and then remove the faction lock on weapons, engines, and equipment.

Add a refit cost to Battlemechs to reflect the fact that refitting them isn't supposed to be easy (either a second currency or more realistically C-bills), and then allow omnimechs to select their omnipod preset at the ready screen for each match. Then start adding quirks back to account for mechs with bad hardpoint locations and hitboxes etc.

Allow IS players to take one Clan mech and allow Clans to take one IS mech into FW.

Boom, balance is fixed in a way that reflects the original source material and reduces the overall friction between IS and Clan players. The majority of this discussion could have been avoided if PGI hadn't locked IS and Clan tech- which is an unprecedented decision.

We're far too deep down the rabbit hole for this, I know.


No, that would be terrible.





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