

Same Tonnage For Is And Clans In Faction Play
#21
Posted 17 May 2021 - 03:47 AM
It is not complicated to do. I used to correspond with Paul on this and it would be live in minutes.
There is no need to wait until other things are done first. What has been missing is just enough players asking for it.
#22
Posted 17 May 2021 - 06:25 AM
250 would be perfect.
#24
Posted 25 May 2021 - 10:09 AM
#25
Posted 27 May 2021 - 03:55 AM
#26
Posted 01 June 2021 - 02:00 AM
Equal tonnage would return that degree (although much smaller now due to weapons changes) of difference that Clan enjoyed. IS for brawling and Clan for range exchange as a rough variance (and yes I know there are mechs on either side that would support both formats), but that was the main difference when the Clan mechs suddenly appeared in game.
For those of you who weren't around at that time, Clans dominated FP and QP for quite a while until IS pilots worked out how to take advantage of their survivability quirks and brawling capability; even then, Clans tended to be the go to mech and in many ways, still is.
#27
Posted 04 August 2021 - 07:31 PM
i think Clans still have an advantage enough to make some kind of restriction on them though this is more from my QP experience. their weapons do equal or more damage for generally less tonnage and crit space. (though i understand that some crit space on certain chassis is designated for equipment that you can't remove.) this still gives Clan the advantage so giving them a max drop deck tonnage handicap seems appropriate.
now i know i will take **** for this next statement but before you start mashing your keyboards know that i don't care
in Lore the clans standard units had fewer mechs than their IS counterparts and often bet away units before a battle so often brought even fewer to the field than a complete Unit. mind you Lore Clans for a time massively outmatched the IS since they didn't bomb themselves back in time technologically. this didn't stay though as the IS quickly caught up once they started getting their hands on clan equipment. even then Can stuff was usually marginally better than IS equipment.
in a game like MWO you have to keep things balanced in such a way that one side isn't automatically overpowered by the other (at least if we are talking FP since you get a mix on both teams in all other modes).
not sure what would bring me back to FP though. at this point the loyalty rewards aren't really worth the headaches and almost constant losses that have been my experience with it. though i do hope that FP gets some attention to bring more players to it.
#28
Posted 05 August 2021 - 06:43 AM
Bringing IS tonnage limit down favors who (the clans)
Making the medium mech class a must run in all situations benefits who (the clans)
The game mode is really balanced right now and without those ten extra tons a lot of IS strategies based around tonnage advantage down the stretch winning the day goes out the window. Clan assault mechs are super OP right now not to mention vapor eagles (best mech in the game). So reducing the tonnage or making it even would make the mode just super imbalanced. Balance is fine where it is. Changing it would result in nothing but pain for the IS and an unplayable mode for new IS pilots.
#29
Posted 05 August 2021 - 10:23 AM
#30
Posted 05 August 2021 - 11:16 AM
Getting a match would be quicker and balance issues would be a thing of the past.
#31
Posted 05 August 2021 - 11:25 AM
In the lore the clans pretty much always fought the IS down tonnage and bodies. The whole Batchall process meant it was very rare for the IS to not have a fairly notable advantage in bodies and tons in most battles. But all that aside my recent forays into FP as well as my QP experiences are what are guiding this. Now I will also come out and say that a lot of the clan guys in FP are VERY skilled, watching Fusion or Nightbird in their VE's is a sight to behold. From what i have observed it seems that the Clans have more active teams that are actually dropping in a group and coordinating then the IS has. This just makes the imbalances seem worse as a bunch of rando's solo queing into a group running into even 5 or 6 people dropping as a team and actually talking to each other are going to get stomped.
#32
Posted 05 August 2021 - 12:21 PM
#33
Posted 05 August 2021 - 08:10 PM
#36
Posted 24 August 2021 - 11:46 AM
#37
Posted 24 August 2021 - 03:44 PM
Vary the tonnage from week to week!
How can a big robot game be so boring!? Answer...its been the same for 10 years. Mix it up!
240/250, 210/220, 300/310....Its so damn EZ!!!!!!!!!!
#38
Posted 25 August 2021 - 03:44 AM
#39
Posted 25 August 2021 - 03:49 AM
SunRunner, on 25 August 2021 - 03:44 AM, said:
That’s actually a great idea!
#40
Posted 26 August 2021 - 09:09 AM
- bonus for under maned side would be great, but there is no way it can be easily implemented without huge loop holes like "Lets Q over maned side to increase the bonus, then quickly swith to the side with bonus" (takes less then 10sec if ppl are on coms).
We need easily implemented stuff, and not easily gameable.
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