Roland, on 24 December 2012 - 05:01 PM, said:
The fact that Connor is seemingly so totally engaged by people discussing things is kind of humorous.
Ultimately though, I am far less willing than insanity to believe that clans can be balanced at all.
Why?
Because no battletech game, ever, has had balanced clans.
The idea of, " just make them more expensive!" Is hilarious.
I mean, it will work for me. I win most games I drop in, and always make tons of money. I'll just use that money to buy clan tech, and then stomp the bads even harder, with even more of an advantage.
But Roland you are the bads, thats why you and your butt buddies cannot stand against me and my 4man random kongs. Even if you all sit at archway and focus fire on my one atlas and fail to kill me before I wreck your ****.
Deadoon, on 24 December 2012 - 04:50 PM, said:
i was giving extreme examples of how to make them unbalanced on paper, but more specialized or different use. The missile ones are especially dumb.
Here is one way to balance Clan Dhs some, no heat capacity bonus. At all. you still dissipate at the same rate, but your max capacity is lower due to lack of capacity increase by more heatsinks.
They are working on making MG, flamers, er and pulse weapons more viable currently.
Also the Clan erppc thing is about the risk reward, you risk a higher chance of missing for one of the most powerful weapons in the game at 15 damage, it will still be just as accurate if you can hit them with it, but a miss is more likely due to velocity. It would be a weapon for a skilled and practiced warrior, not a new player. The new player and the average energy weapon sniper would do better with an IS erppc. They could make the clan gauss balanced by making it a higher risk reward scenario, it does more explosion damage on destruction. Bigger risk, but it is lighter and shoots farther/ faster slug. the clan incompatability with narc and tag, was a bad idea, sorry but it was a mere example. The clan lrm firing in a straight line was not a joke though, make them hit that target 1/2-1 second faster by firing directly, but you trade the away the ability to fire in non-line of sight shots for a lighter launcher with no minimum range.
Balancing with cost is one of the most horrible ways to do something. Cost =/= battle effectiveness, if it did, xl engines would cost half as much as standard(they have a .5 bv multiplier compared to standard and compact's 1), due to the higher chance of death while using one, and a gauss rifle would cost twice as much as a clan lbx ac/10.
This is not TF2, sidegrades do not work in the mechwarrior universe and doing so is just going to turn away what little players we have. And even if you did implement it, it would turn out just like the circumstance we have with our current stock weapons. Players would only ever use a third of them.
HRR Insanity, on 24 December 2012 - 04:49 PM, said:
Read back. I want Clan Tech to be directly superior. Have since the first post.
If we don't come up with a good way to balance Clan Tech outside of actually changing the #s, then yes, PGI is going to screw up Clan Tech. This is something I do not want.
I'm afraid your blood-alcohol % here may be preventing me from understanding what point you're trying to make.
Adjusting matchmaking by multiple values would not be hard, SC2 does this why can't PGI?
1. Tonnage
2. BV and/or general mech values like heat efficiency, price, firepower, speed
3. Rank, the players overall odds and efficiency in the league
This is not rocket science.