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The Clans And Me...and You!


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#21 Aaron DeChavilier

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Posted 22 December 2012 - 09:44 AM

eh, if PGI is sticking to the mantra of 'this is not your father's mechwarrior' then the clans should not be a 1:1 translation from the TT. Ergo, their stats probably won't be as game breaking as the original list was. I'm interested to see if they can avoid the munchkin trap this time around.

#22 Pariah Devalis

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Posted 22 December 2012 - 09:44 AM

View PostElizander, on 22 December 2012 - 09:34 AM, said:


I'd go with a 5v8 Clan-IS matches and that might not even be fair, given the BV can sometimes be more than twice in difference. It might work if the last 3 slots allow the IS team to heavily out-ton the Clan team. This is assuming all damage and equipment converts like the TT and does like 50% more and weights 50% less (in certain cases).

They talked about Zellbrigen, but not being able to target another mech unless you are shot by your non-primary target might be too restrictive. Either that or they add a Zellbrigen bonus to earnings and you'd earn crap for not following it. :lol:

If ECM survives in its current form then at least you won't have to worry about point-blank fired clan LRMs that weigh half the tonnage of IS LRMs.



Indeed. But a strict BV issue honestly will not work. No RNG, the range advantage of clan tech is moot on the current maps, and individual pilot skill makes up a big portion of things.

Games can be hard to win currently with even one person down. With essentially three people down, it could be rough UNLESS the mechs in the smaller group pack a disproportionate amount of firepower. Plus, the clan mechs will be having heat issues under the current DHS implementation, and die just as easily as an IS machine with the same tonnage of armor. Having an 8v5 setup, if anything, allows the devs to make Clan machines as borderline OP as they are supposed to be, as anything less would make them noncompetitive in a Clan vs IS setup.

Edited by Pariah Devalis, 22 December 2012 - 09:45 AM.


#23 Mechwarrior Buddah

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Posted 22 December 2012 - 09:53 AM

View PostAaron DeChavilier, on 22 December 2012 - 09:44 AM, said:

eh, if PGI is sticking to the mantra of 'this is not your father's mechwarrior' then the clans should not be a 1:1 translation from the TT. Ergo, their stats probably won't be as game breaking as the original list was. I'm interested to see if they can avoid the munchkin trap this time around.


or not debilitatingly nerf them into uselessness. They go that route and OUR invasion map may not even BE an invasion. We may just repell them

#24 Aaron DeChavilier

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Posted 22 December 2012 - 11:22 AM

View PostMechwarrior Buddah, on 22 December 2012 - 09:53 AM, said:


or not debilitatingly nerf them into uselessness. They go that route and OUR invasion map may not even BE an invasion. We may just repell them

and what evidence do you have for that? where does that thinking even come from? is the IS tech base right now nerfed to uselessness? no, individual weapons need balancing yes but everything isnt wholesale useless. Hyperbole much? you sound like someone who doesn't want to lose their munchkin tech.

#25 Merky Merc

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Posted 22 December 2012 - 11:25 AM

View PostMechwarrior Buddah, on 22 December 2012 - 09:53 AM, said:


or not debilitatingly nerf them into uselessness. They go that route and OUR invasion map may not even BE an invasion. We may just repell them


Lol. The Clan Invasion has begun!!!!

It was stopped on the first planet by 2 intrepid Inner sphere lances using ECM and LRM boats.





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