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Rebalance Tonnage In Fw


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#21 Jurosik

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Posted 23 June 2017 - 05:25 AM

View Postjustcallme A S H, on 22 June 2017 - 10:59 PM, said:

Most EU/US MRBC Div A players have not stepped foot in FP in a long, long time.



Not true WDMC EU DivA team had a organised group playing FP yesterday.

#22 justcallme A S H

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Posted 23 June 2017 - 05:33 AM

Come on man... lol.

View Postjustcallme A S H, on 22 June 2017 - 10:59 PM, said:

Most EU/US MRBC Div A players have not stepped foot in FP in a long, long time.


:)

The vast majority are not active in it. Everyone knows this.

#23 FallingAce

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Posted 23 June 2017 - 08:45 AM

View Postjustcallme A S H, on 22 June 2017 - 11:03 PM, said:



Those numbers are weird. Why does Wolf have so many more wins? If Clan wins, ALL clan win. Something seems very strange here with how PGI is working that out.

That said in that time (May-Jun) there has been 37 days @ 3 cycles per day. Meaning 111 opportunities to take planets.

So most Clans having only 20 odd planets taken means there is far more stalemate than anything else, which is no surprise.


ooops
Math hard at 2 am
Smoke jag +31, not 21

Smoke Jag +31
Jade Falcon +34
Wolf +30
Ghost Bear +33

Clans +32 phases
If the I.S. won 1 phase, it means the clans won 33 phases
If the I.S. won 2 phases, it means the clans won 34 phases

Clan win / Is win / Stalemate
32 / 0 / 79
33 / 1 / 77
34 / 2 / 75

No matter which set of numbers is correct, it's clear that the clans aren't winning enough and need buffed.

#24 Jaybles-The-PegLeg-PotatoCaptain

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Posted 23 June 2017 - 09:34 AM

View Postjustcallme A S H, on 23 June 2017 - 04:04 AM, said:

Planets aren't counted as a scouting win/factor though.



Planet tags stay even if you switch sides Posted Image


LoL when did they change that back? It was so much fun to capture your owned planets back in the day, I shed a tear when they patched in losing tags when mercs switched sides.

#25 justcallme A S H

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Posted 23 June 2017 - 07:25 PM

It's been like that since QP4.1 I believe :)

View PostFallingAce, on 23 June 2017 - 08:45 AM, said:

Spoiler



Oh look I agree, the number are "near enough" to show it's stalemate about 70-75% of the time due to a number of reasons. Most of it population.

Either way Clan is heavy and always will be. Especially given Skill Tree buff to majority of Clan where lot of IS didn't buff decently. Also add in new tech (people are waiting) and then the golden goose - cXL. The biggest issue PGI refuses to address which would make a massive difference.

#26 Medicine Man

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Posted 25 June 2017 - 03:10 PM

View Postjustcallme A S H, on 20 June 2017 - 10:58 PM, said:


Forgotten about cSRM and cXL now have we?

The rebalance really is not that impactful especially when IS SPL got nerfed also (logically, NFI why). It just means a shifting of the META, nothing more.


Clan XL is the most busted thing in this game.

#27 Tarl Cabot

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Posted 26 June 2017 - 06:19 PM

View PostMedicine Man, on 25 June 2017 - 03:10 PM, said:


Clan XL is the most busted thing in this game.

IS XL is the most busted thing in this game... without a fully functional engine crit system + heat scale. Once PGI had added heat penalties, or when movement penalties were added to the heat penalties for loss of one ST of the cXL, PGI had put into play the ability to level the playing field between isXL and cXL, simply with non-destructive penalties.

#28 1 21 Giggawatts

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Posted 26 June 2017 - 06:42 PM

You must be talking truth Ash when medicine man agree's with you ;-)

Pretty sure i have heard you say that IS XL isnt a problem if you know how to twist properly. AAnd i agree - with the right mechs and skill tree's I can happily run IS XL too.

Also Im not so sure about stale mates - we have 9 active tags on the map at the moment - without having to ghost drop our way to victory.. *shrug*

#29 justcallme A S H

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Posted 26 June 2017 - 09:13 PM

haha yeah I'm well aware I've said IS XL isn't a real problem - for me, or players that can twist (in FP)... Comp is different though as people are decent there. Posted Image

Vast majority of IS players in FP just stare down targets all day long and then die to anyone with a half decent aim and wonder why. If IS XL was fixed then you could basically remove the structure/armour quirks off most IS mechs instantly.

Yet we have PGI flailing about with quirks changes here/there and everywhere when the biggest balance issue, and it's solution, is literally sitting there in the middle of the basketball court butt naked. It couldn't be anymore obvious.

Edited by justcallme A S H, 26 June 2017 - 09:35 PM.


#30 Grus

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Posted 27 June 2017 - 10:54 AM

View PostElizander, on 20 June 2017 - 11:58 PM, said:

Let's wait until after July. You get your C.SPL back in the form of the Heavy Small Laser (except shorter range).
and longer burn time (easier to spread damage) and way more heat (reduced rate of fire) so yeah... not the same... But Hey, progress?

View Postjustcallme A S H, on 26 June 2017 - 09:13 PM, said:

haha yeah I'm well aware I've said IS XL isn't a real problem - for me, or players that can twist (in FP)... Comp is different though as people are decent there. Posted Image

Vast majority of IS players in FP just stare down targets all day long and then die to anyone with a half decent aim and wonder why. If IS XL was fixed then you could basically remove the structure/armour quirks off most IS mechs instantly.

Yet we have PGI flailing about with quirks changes here/there and everywhere when the biggest balance issue, and it's solution, is literally sitting there in the middle of the basketball court butt naked. It couldn't be anymore obvious.
then don't use a IS xl... It's that simple... that like saying youre bringing LRMs because you know they are bad but you want to brawl with them...

#31 Grus

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Posted 27 June 2017 - 11:03 AM

View PostTarl Cabot, on 26 June 2017 - 06:19 PM, said:

IS XL is the most busted thing in this game... without a fully functional engine crit system + heat scale. Once PGI had added heat penalties, or when movement penalties were added to the heat penalties for loss of one ST of the cXL, PGI had put into play the ability to level the playing field between isXL and cXL, simply with non-destructive penalties.
again, then dont use a IS XL. understand the drawbacks for the build and get over it. Just like my KDK-3 with 4 gauss I cant shoot a locust planting his face in my junk. As infuriating as that is that's the build I use and can and do very well in. If you want more HP and better survivability use a st eng... simple.

#32 justcallme A S H

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Posted 27 June 2017 - 04:48 PM

View PostGrus, on 27 June 2017 - 10:54 AM, said:

then don't use a IS xl... It's that simple... that like saying youre bringing LRMs because you know they are bad but you want to brawl with them...


Look we know you don't understand the game properly... We've been over your ideas if 'balance' before.

IS XL is needed to remain competitive, in most cases, against clan mechs. With a STD you compromise one if the below:
Firepower.
Speed.
Cooling.

It's not the same as LRM at all. By suggesting it is shows great lack of any real clue.


#33 Palfatreos

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Posted 27 June 2017 - 06:13 PM

View Postjustcallme A S H, on 27 June 2017 - 04:48 PM, said:

Look we know you don't understand the game properly... We've been over your ideas if 'balance' before.

IS XL is needed to remain competitive, in most cases, against clan mechs. With a STD you compromise one if the below:
Firepower.
Speed.
Cooling.

It's not the same as LRM at all. By suggesting it is shows great lack of any real clue.


shush you IS OP, clan need 260 tonnage I WANT MY OLD 4 EBJ DROPDECK BACK GODDAMIT!!!!

#34 1 21 Giggawatts

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Posted 27 June 2017 - 10:11 PM

To be honest if IS had clan XL type engines and bugger all quirks, id be ok with that, but I feel the game would be losing a lot of flavour.. they play a bit differently to clan mechs - faster twists - a bit more manouverable. Mind you I havent played IS in CW since the skill tree change - so I only have QP games to go by.. The IS XL mechs with skill tree and structure quirks are pretty awesome though - i think it would be a nerf to IS for some variants :-P

#35 Commander A9

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Posted 27 June 2017 - 10:34 PM

So Clans have to get an artificial handicap because they have the better players...

Yeah...that's real fair...

That's like putting some kind of penalty on the championship sports team because they're better than their opponents.

Yeah-real fair, Russ (NOT)!

Edited by Commander A9, 27 June 2017 - 10:34 PM.


#36 FallingAce

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Posted 27 June 2017 - 10:52 PM

View PostCommander A9, on 27 June 2017 - 10:34 PM, said:

So Clans have to get an artificial handicap because they have the better players...

Yeah...that's real fair...

That's like putting some kind of penalty on the championship sports team because they're better than their opponents.

Yeah-real fair, Russ (NOT)!



According to Chris Lowrey, PGI balance guru clan mechs perform 8% better than I.S. mechs.

So if you take the clan tonnage of 240 tons multiply it by 1.08 you get 259.2 Let's call it 260.

Means if the tech was equal the I.S. would only be getting 5 extra tons to make up for the clans having 25% more top tier players.

#37 Sjorpha

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Posted 28 June 2017 - 03:11 AM

The tech gap is still more than big enough to motivate the 25 tons.

I hope the tech gets balanced enough to motivate equal tonnage but that's currently not the case.

Not really on the horizon either because LFE and new weapons seem to be balanced against existing IS tech rather than clan tech, but maybe I'll be surprised and it's released strong enough to match clan tech. Probably not though.

#38 Aldodrem

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Posted 28 June 2017 - 07:41 AM

I just started playing FP earlier this week and noticed right away that there was a balance issue but not in the way the OP states. Clans are IMO not in line with IP and it is IS who is on the short end of the stick not IS. For the fun of it I loaded up an IS AS7-S and a Clan DWF-A with the same weapon/heatsink/armour/engine loadout and (no big surprise) the results are tilted.

After 'equalization' the Direwolf had 10 more free tonnage and 16 more free internal slots than the Atlas (not even factoring in the range/firepower advantage) and as you go down in tonnage the disparity increases.

One can only hope that the new IS weapons coming out balance the factions evenly but I doubt it will be enough (even though after release you'll probably have a ton of clan players whining about playing on a more equal field saying that it was TOO MUCH).

Edited by Aldodrem, 28 June 2017 - 07:51 AM.


#39 Ssamout

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Posted 28 June 2017 - 08:43 AM

Well atm IS doesnt need that much help, quite easy to demolish clanners as it is. So if they get properly boosted (like during the height of thee quirkening) clanners are gonna be pasted on the walls of Vitric so fast that the tubers aren't gonna know what baked them. I hope the balance stays near the level we are now, and doesn't favor any side too much.

#40 SmokeGuar

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Posted 28 June 2017 - 10:24 AM

Aldodrem, your builds are not equal, might want to check them. Btw, not sure if anybody would take that dire out, makes little sense.

Also your "statement" is bit fuzzy.

Finally, after week of playing FW, you can see these things clearly. Grats, most players don't seem to be able to tell differences with such clarity after years of playing. Big FW points (ForumWarrior).

Any more powercreep to IS side and IS becomes autowin for FW vets.





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