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Do You Want Real Clan Tech In The Game
#161
Posted 25 December 2012 - 04:14 PM
#164
Posted 25 December 2012 - 04:39 PM
#165
Posted 25 December 2012 - 04:43 PM
salmjuha, on 25 December 2012 - 05:27 AM, said:
Hey wait a minute.
Would you please try to make less blanket statements? What does being clueless or ignorant about game design/balance have to do with being a BT vet?
I've been playing BT for many years, and imho IS/CL should be balanced by matchmaking, not by stats. That'e easy, simple, doable. Balance does not have to be based on stats. Actually the perfect balance is when everything is exactly the same. But of course that's boring. So I'm not inclíned to even look in that direction when there are alternatives.
#166
Posted 25 December 2012 - 04:48 PM
The difference with TT is that you eventually saw some tech that nearly balanced the Clan range/power advantage in the form of C3. Unfortunately, we basically all get C3 networks by default with MWO. Yes, I like it, and it adds to the team dynamic, but PGI might have painted themselves into a corner, unless they're going to just play it out by assuming all IS mechs have C3, and no Clan mechs do....or make the clan chassis carry a tonnage/crit occupying device around to get the same effect.
I don't think they should water down the range/power. The Cost will obviously be increased significantly.
Also, a Timberwolf D, in the current game environment, might be nearly unstoppable. Nevermind trying to shoot a fire moth while it's got it's MASC engaged (200kph).....
#167
Posted 25 December 2012 - 04:52 PM
This is another whinge thread about 'Double Heatsinks = 2.0'
#168
Posted 25 December 2012 - 05:53 PM
FringeAggressor, on 25 December 2012 - 04:39 PM, said:
Again, why would some players have all clan tech, and other teams be entirely IS? While it would certainly be awesome from a storyline perspective (at least initially), I can't imagine the game design where that happened.
This thread is chock full of people imagining scenarios and then whining about them.
Edited by Wintersdark, 25 December 2012 - 05:56 PM.
#169
Posted 25 December 2012 - 06:43 PM
>MFW I'm not gold and I voted purist.
The point of clan tech is to be better all around and yes some have heat costs and tonnage issues. The reason for this is to create even better mechs through mix tech and alot of tweaking.
The 8 million bonus given toward a first mech was a major olive branch and puts a big dent in the newcomer solo player experience. But now we must turn our eyes toward the long term and it's viability to retain a player base.
Mix-tech would be the perfect solution for end game and something for players to strive for, high costs would keep shiny mech games in check and ensure that players still saw a great deal of solitary tech builds. Clans would not enjoy minimizing their heat with inner sphere tech if the logistic costs were so high it would run their accounts into the ground to habitually use them. And Inner Sphere players would not propagate so many clan weapons for the same reason.
It would keep the numbers of Mix mechs at a minimum and ensure players only pulled them from time to time or for serious battles in 8man. Like say 8-man Operation Revival or Operation Bulldog for that shiny salvage that would create or finish what ever monster mech they are building.
Because one day the solo player, after many grueling hours of saving may turn his ambition toward such a goal.
That player may one day be you, today you might not be such hot stuff, but tomorrow you might be facing down 3 clanners in a trial of possession.
#170
Posted 25 December 2012 - 06:45 PM
#171
Posted 26 December 2012 - 01:26 PM
#172
Posted 26 December 2012 - 01:29 PM
#173
Posted 26 December 2012 - 01:49 PM
#174
Posted 26 December 2012 - 01:54 PM
Ryokens leap, on 21 December 2012 - 08:45 AM, said:
I think the Timeline should be advanced instead of frozen (say, just before the FedCom civil war) although the idea of playing out the battle of Tukkayid gets my Clanner ***** going. We'll win this time!
Elepole, on 25 December 2012 - 03:42 PM, said:
Wow, hate the clans much lol?
EDIT: why do they censor the word "g l a n d"? I guess you could use it in a dirty fashion...
EDIT2: What's really gonna be scary (as in all other MW games) are IS 'mechs stuffed with Clan Tech. I remember what a beast you could turn the Uziel into in MW4 just by swapping out the IS tech for Clan.
Edited by KingNobody, 26 December 2012 - 01:58 PM.
#175
Posted 26 December 2012 - 01:58 PM
2. If it must be included, then at least balanced.
#176
Posted 28 December 2012 - 03:31 AM
Mechwarrior Buddah, on 21 December 2012 - 06:44 PM, said:
maybe since they announced the way mechs could be fitted
But that's more because the devs are pretty slow and unweildy (sometimes just plain bad) about balancing. They weren't deliberately aiming to have certain weapons overall better than counterparts in those cases.
Edited by Frenchtoastman, 28 December 2012 - 03:33 AM.
#178
Posted 11 January 2013 - 11:26 AM
Mechwarrior Buddah, on 21 December 2012 - 08:34 AM, said:
Personally, I think it wasnt ever meant to be fair and it shouldnt get nerfed just to preserve balance in the game
Balance is a fundamental requirement of a game like this.
Put it this way. If Clan tech is not balanced to game play then you have two (and only two real) outcomes. The first is that Clan tech is available even as a cadet in which case nobody ever runs non-clan tech because it is a losing proposition. Option two is that clan tech is not available to cadets in which case you have a "gotta take your lumps" threshold running IS tech until you can jump to clan tech and then nobody ever looks back.
Now... That is not to say that balancing clan tech means that it will have to be vastly sub-par to the TT version. I still hold out hope that they follow a model that says 1) Mechs either have clan tech or they have IS tech and there shall be no mixing and 2) if you are a Clan mech you drop in groups of 5 and if you are an IS mech you drop in groups of 8. That way they're balancing with a factor of about 1.6 times more powerful instead of trying to balance straight across. That's a more ambitious undertaking and it's got me kinda concerned about what they're going to do with the Clan invasion this year but I can at least hope.
I will say this... I would rather not see Clan tech at all than to have them call it clan tech and then balance it to be on par (ton-slot-and-power) with IS tech.
Edit: apparently the caffeine has not kicked in yet this morning.
Edited by Rakashan, 11 January 2013 - 11:28 AM.
#180
Posted 11 January 2013 - 11:55 AM
If this game is only ever going to be team deathmatch with a dash of various goals, then i guess go ahead 'balance' away. Make everything equal. Zero sum it up.
IF this game is going to a real warfare game, where you have to decide which planets to take control of, then Clan tech cannot equal IS tech. It has to be better. Pick your battles. Do not attack the planet that has 1,000 Clan mechs on it. Attack that one that is lightly defended, one that only has 1,000 construction mechs on it.
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