Fact Or Fiction: Clan Tech Will Be Impossible To Introduce In A Manner That Doesn't Immediately Cause Epic Qqing?
#121
Posted 30 January 2013 - 09:03 PM
The Clan was virtually wiping out every IS regiment it came up against.
Until the IS tech recovered some lostech thats cannon.
This would totally unblance everything in MWO.
As everybody and their sainted mothers would be driving clan tech.
With hours of the first clan mech release.
I know all you Clanners are dying to get that Madcat, but I don't see that happening anytime soon.
At All.
If PGI sticks to the timeline we'll get pieces of Clan tech from Wolf's Dragons.
But a Clan Mech not for a long long time.
Perkins!
#122
Posted 30 January 2013 - 09:28 PM
Novakaine, on 30 January 2013 - 09:03 PM, said:
The Clan was virtually wiping out every IS regiment it came up against.
Until the IS tech recovered some lostech thats cannon.
This would totally unblance everything in MWO.
As everybody and their sainted mothers would be driving clan tech.
With hours of the first clan mech release.
I know all you Clanners are dying to get that Madcat, but I don't see that happening anytime soon.
At All.
If PGI sticks to the timeline we'll get pieces of Clan tech from Wolf's Dragons.
But a Clan Mech not for a long long time.
Perkins!
Actually..a bit off there..the Clans were MOSTLY unstoppable for the first 2 years of the Invasion..mostly, not totally. They did lose a few rather important battles before Tukayyid, Wolcott and Luthien spring to mind. It wasn't lostech that saved the day, it was the Kurita forces using the Clans own rules of combat against them and fighting as a team instead of their standard giant free fall all 1v1 combat tactics that so many of the DCMS practiced. Then ComStar with the help of Clan Wolf set up a great trap on Tukayyid and defeated the Clans and forced the Truce.
And yes, the Clan tech would be OP and totally unbalanced in regards to IS tech, which is rather the point of the Clans in the first place.
#123
Posted 30 January 2013 - 09:32 PM
I can only HOPE they make the drops 5 v 8, I won't even care if I lose.
#124
Posted 30 January 2013 - 09:35 PM
Kristov Kerensky, on 30 January 2013 - 09:28 PM, said:
I vaguely seem to remember that one of the spoils of winning the Battle of Walcott was the turning over of 5 clan battlemechs to the Draconis Combine.
#125
Posted 30 January 2013 - 09:40 PM
#126
Posted 30 January 2013 - 09:42 PM
It doesn't matter how good your Timberwolf is when your staring down the barrels of 3 atlases.
#127
Posted 30 January 2013 - 09:56 PM
Lindonius, on 30 January 2013 - 09:35 PM, said:
I vaguely seem to remember that one of the spoils of winning the Battle of Walcott was the turning over of 5 clan battlemechs to the Draconis Combine.
Indeed, which is why my suggestion had that some IS units could get some Clan Mechs within this next year, there are battles lost for the Clans which garner good salvage for the IS, so the canon precedent is there for it. Like I said, you get the Clan Mech, whatever it's configuration is, that's what it stays, you can't customize them if you are IS, not something the IS can do for many years yet. Until after Tukayyid, there's not many times the Clans lost a battle, and those were in Kurita space, so..it would be House Kurita forces and Mercs working for them that would be eligible for that prize.
After Tukayyid, when ComStar has more of that salvage, then PGI could run open contests/giveaways for everyone to enter.
#128
Posted 30 January 2013 - 09:57 PM
Termius, on 30 January 2013 - 09:42 PM, said:
This. This...is what I've been saying throughout this entire thread...
I think a lot of people underestimate the power of strength through numbers...
#129
Posted 30 January 2013 - 09:59 PM
So I don't find it too much of a stretch for PGI to allow Clan tech in IS Mechs. The way I see it, is that balance easily comes from the level of customizability. Clan Omnimechs can switch out weapon pods but can't change engine, armor, etc., while IS Mechs are restricted to their hardpoints, but can customize engine, armor, etc. So to me, it seems like a question of what kind of customizing do you want.
If anything, I'd expect we'd see Clan tech in IS Mechs in less than a year from the Clan Invasion. Sure, it's supposed to take a few years, but it may really not.
Edited by Suprentus, 30 January 2013 - 10:00 PM.
#130
Posted 30 January 2013 - 10:01 PM
#131
Posted 30 January 2013 - 10:08 PM
It seems that everyone thinks --- aa..just add clan tech and it will work somehow..but they forget the political/tactical situation in those times... that clans were an invasion force, they were attackers and they were outnumbered. The balance came from this - the clans were outnumbered and they were invading unknown lands, defendede with both mechs and static defence, they encountered all the problems an invading force does.
But in this game we cannot simulate the same environement (I wish though) - so introducing clan tech as it is will break the game. That leaves us with some other possibilities :
1. clan tech will be introduced but will be nerfed to match IS in some way.
2. matchmaking will be done in a way that will create the game with a diffrent number of players IS vs Clans..like 8 vs 4 or smth
Making clan tech very expensive, regardless of MC or CB or whatever will not solve the problems - there are ppl that WILL buy the tech because they want it and there are ppl who want to P4W and will buy the tech hoping to win. So pgi will achieve a short term buff of their money but in the long run they will lose a lot of players that cannot buy/use the clan tech.
another possibility would be to play clan tech only as sigle player - in some form of campaign, or even multiplayer campaign vs NPC's....so the players can use the tech vs computer in some missions/campaigns. This will give everyone what they wanted for a time..but ppl will start asking the introduce the tech in PvP games too in the end. So we will be in the same spot after a time.
I don't see other ways...but I am curious
#132
Posted 30 January 2013 - 10:15 PM
Suprentus, on 30 January 2013 - 09:59 PM, said:
Nope. Ain't gonna happen. I will wager my account on it.
Clan tech is for clan mechs. Period. End of line.
IS mechs will be waging war with Clan mechs using their own respective technologies.
Believe.
#134
Posted 30 January 2013 - 10:34 PM
Broceratops, on 30 January 2013 - 02:56 PM, said:
PGI would be be fools to not do something that will result more or less in clan tech = $$$. even if it's something like making each mech $100 million cbills on the basis that they're so rare so they're marked up in value 5x, so to get any of them you either have to play 600 games or fork over 40 bucks.
i would totally pay $40 just to have my shadowcat again...i miss it so much... :'(
#135
Posted 30 January 2013 - 10:41 PM
Bhael Fire, on 30 January 2013 - 10:15 PM, said:
Nope. Ain't gonna happen. I will wager my account on it.
Clan tech is for clan mechs. Period. End of line.
IS mechs will be waging war with Clan mechs using their own respective technologies.
Believe.
I'll take your word for it then, since you work at PGI.
#136
Posted 30 January 2013 - 11:07 PM
i was saying that before CBT ended, that the damage feels too much already, the game too fast paced... honestly, this MIGHT be countered a bit IF people wouldactually play more defensive...
since this is a personal decission everyone makesfor himself, this is just not gonna happen in 80% of the matches... those 80% will always be rush-matches and zerg-crushes... and with clantech go a large step more forward to onehit-kills...
summary: not saying clantech will break the game, just saying the damage-value is too high NOW...
#137
Posted 30 January 2013 - 11:23 PM
1) not letting IS players get it
2) Using it to balance out IS advantages
Lets get down to brass tacks here: the clans need there tech edge in order to fight the odds that they have traditionally faced when going up against the inner sphere (unless the clan was seriously pissed the target they consistently went in with a lesser number of troops then there opponent.) and to not be utterly crippled by Zell when there opponents are probably going to violate it for ***** and giggles anyway.
Seiously: you take away indirect fire, free fire, equal teams and and all sorts of other common tactics and the odds swing very quickly away from clan players.
#138
Posted 30 January 2013 - 11:34 PM
#139
Posted 30 January 2013 - 11:39 PM
For example, let's say Clan mechs take up two player slots in a game. A team of only clanmechs taking on a team of only inner sphere mechs would then be a 4v8 affair. You could of course adjust the number to 3 player slots or whatever is "balanced," and could also increase the number of players per side if the servers and netcode can take it eventually.
#140
Posted 31 January 2013 - 12:02 AM
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