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Why Is Mwo All About The Techbase And Not The Mechs?


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#41 sycocys

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Posted 06 January 2018 - 12:00 PM

I bet a fair amount of us "casuals" want lore concepts - but just want them implemented in ways that make for a balanced PvP game.

It's totally fine for clan tech to be lighter and smaller, but there has to be meaningful offsets and restrictions to make that system balanced if you are going to match it up against larger and heavier Inner Sphere counterparts.

#42 Aethelwulf

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Posted 06 January 2018 - 12:29 PM

Clan mechs have obvious advantages over IS mechs and that's fine. It's shown in FP with how dominant the clans are with taking planets and in general having better K/D and winrates. I play battletech tabletop, and have a long history with playing the video games and reading the novels, so I hold the lore pretty dear, but making the clan mechs outright more powerful without any counter balance is not a good way to try and make a video game that involves clan vs IS FP.

In my mind, perhaps an easy lore-friendly way to help counter this is in FP to limit air/artillery strikes to IS to represent their use of combined arms. There are other things you could add, like maybe only IS get turret defenses, or instead of tonnage use BV like in tabletop to balance teams. I greatly enjoy rooting for IS as the underdog, but in a lot of ways the lack of balance vs Clan mechs just makes things kinda pointless when there is supposed to be a competitive aspect to the game.

#43 Tarl Cabot

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Posted 06 January 2018 - 12:34 PM

View Postsycocys, on 06 January 2018 - 12:00 PM, said:

I bet a fair amount of us "casuals" want lore concepts - but just want them implemented in ways that make for a balanced PvP game.

It's totally fine for clan tech to be lighter and smaller, but there has to be meaningful offsets and restrictions to make that system balanced if you are going to match it up against larger and heavier Inner Sphere counterparts.

This. And how to interpret the TT game rules to FPS. The current outlier is how isXL are handled. The 3 engine (shielding) crit leading to a mech shutting down. The Star League XL and Clan XL difference in TT was really dependent on rolling dice for hit/miss for EACH weapon, then where each weapon hit. It was extremely rare for a mech to lose an entire side torso.

Originally I was a proponent for a fully active engine crit system but with how PGI has crits setup with extra damage and the likelihood of not make it robust enough, etc it would shorten TTK for both sides, never mind when the machine totting lights show up.

PGI needs to ditch the isXL lose ST=Death since they are not utilizing a fully functional engine crit system. They have shown they are able to add non-lethal penalties to cXL though I am not sure they had intended to do that originally since the PGI did not add the first penalty, the 20% heat penalty until 4 months after release, then the 20% movement penalty not til 1.5 years after the Clans were released.

IS components are generally heavier and bulkier when compared to Clan components. And Clan battlemechs are able to utilize the Endo/Ferro more effectively than IS battlemechs. Then there will be the issue of IS Omnis, which if utilizing the current Omni setup, will die to the loss of one side torso since a majority of them use isXL.

Edited by Tarl Cabot, 06 January 2018 - 12:39 PM.


#44 Y E O N N E

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Posted 06 January 2018 - 02:38 PM

View PostAsym, on 06 January 2018 - 06:48 AM, said:

In the end, since I can't argue the specifics, I'll leave this with: "If it ain't broke, why fix it?"


...

...because it is broke?

#45 Revis Volek

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Posted 06 January 2018 - 09:10 PM

View PostLordNothing, on 05 January 2018 - 07:13 PM, said:


its my opinion that a player looses all credibility when they start calling clans clams.



So you are the fun police?

#46 LordNothing

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Posted 06 January 2018 - 10:06 PM

View PostRevis Volek, on 06 January 2018 - 09:10 PM, said:



So you are the fun police?


what is this... 'fun'?





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