Grus, on 17 July 2018 - 09:50 AM, said:
Again, in my opinion...
that's like asking a Ferrari to be built like a Ford.. no.
Fords are built better than Ferraris, for starters, and it's more like the Clans are Fords from 2018 running rings around IS Ferraris from the 1970s. Clans would never build Ferraris, that would be wasteful.
Regardless, so you know where I stand: I do not give a single, flying f*ck about the lore. It is poorly written, uninteresting tripe. What I care about is the fact that this competitive (read: PvP) game has two mutually exclusive factions and that there is no point to that being a thing if one is better than the other or if they are indistinguishable in look and feel. Any attempts to use lore as justification for any mechanical game change when conversing me will be met with a cold and unyielding lack of sympathy.
Quote
I keep saying this but the clan alpha isn't the issue, nether is the numbers of that alpha. we could be doing 150 damage but if it only scratches the paint on a IS mech and Clan mechs are still made of paper the clan mech will win that fight... if they want to nerf our damage they need to up or HP or damage resistance or do a nerf to IS HP and damage resistance.. just a blanket nerf on our side is telling of the bias that the balance team has...
IS 'Mechs are not THAT durable, and the entire point of PGI reducing Clan alphas is because they believe they are tearing through 'Mechs too quickly, including with the extra durability. Whether or not we agree with that is besides the point, it just doesn't make sense from their perspective to simultaneously lower the alpha AND lower the durability because that leaves them exactly where they started. Right change or wrong change, that sort of problem has plagued PGI for years; whenever something needs buffed or nerfed, they always end up buffing or nerfing its counter at the same time, meaning no net change. Around and around we go!
That aside, the alphas matter relative to hitpoints, but so does how efficient your trade is in terms of damage rate. Neither IS nor Clan vomit at 400-500 meters is cold enough to really push with, so that means trading. Both IS and Clan 'Mechs take essentially the same amount of time to expose and acquire the target. Both IS and Clan 'Mechs will do roughly the same amount of damage on the target in the same time frame (i.e. ~0.9 seconds), the difference is that the Clans have the potential to do more because the IS 'Mech may not be physically capable of twisting a component out of the way fast enough (due to shape or lack of torso agility or both), and against competent players they typically aren't fast enough. Even if that remainder isn't focused on one spot, it's still less armor across whatever components it does scrape so the next shot hurts more even if it isn't to the same place.
This is fine.
What isn't fine is that the IS trading 'Mechs do not have the same kind of output when heat capped and that they do not cycle fast enough to actually mean a damn thing even if they were cool enough to push with. If the theme is supposed to be Clans get big alphas at the cost of slow cycling, and the IS are supposed to be fast cycling at the cost of smaller alphas, then we ain't there yet. My suggestions in this thread do not address this, and in fact run counter to this, but that's because it's what PGI wants and not what I want. What I want is closer to what was in that Community Balance Proposal, but PGI is not interested.