Fact Or Fiction: Clan Tech Will Be Impossible To Introduce In A Manner That Doesn't Immediately Cause Epic Qqing?
#141
Posted 31 January 2013 - 12:10 AM
#142
Posted 31 January 2013 - 12:12 AM
ER Medium Lasers - same tonnage as the medium laser, little more heat, little more damage, and twice the range. Er Meds are going to be crazy when put in pairs or quads.
Large Pulse Lasers - twice the range and a little more damage then the iS ones. I would actually like to use these. I don't think they will be too OP, but they will add another dynamic to the field
SSRM6s - if released before the SSRM change that will have them target arm/leg hardpoints randomly, these can be a problem. If done after it will be no different then being hit by a LRM 10/15.
Weapons that are overestimated:
UAC20s - Will be flinging those rounds all over the place. UAC5s already do and lets not even touch the jamming aspect.
ER PPCs - 15 damage, sounds like a gauss rifle. Its still 15 heat and you still have to aim/lead the things.
LRMs - half weight of the IS counterpart and no minimum range sounds scary. Till you take into account they direct fire. Now they are like streaks but don't follow as well. They will be good to fire in melee without a lock though. Cover however will neuter them.
What will be an issue is how fast the clan mechs will go in comparison to similar loaded out IS mechs. This can be balanced by torso and arm mobility. Remember, clanners duel. They don't show backs to one another. Why would their mechs be designed for 'dishonorable' fighting tactics? Treat all their mechs as if they have no lower arm actuators and decrease their torso twist range by 10-20 degrees compared to IS mechs.
That will force clan mechs into limited roles.
Long range snipers and fast skirmishers.
IS will have Brawlers and Indirect Fire Support as their specialty.
Oh! And lets not forget one thing: C3 Computer
Clan mechs will be unable to share any targeting data with their teammates.
Now we have no need for weight, BV, or anything like that to artifically balance the teams, it can be simple 8v8/12v12 battles.
#143
Posted 31 January 2013 - 12:14 AM
Nankam, on 30 January 2013 - 11:39 PM, said:
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.
"Enforcing" clan honor isn't as hard as you might think if clan players start taking hits to their XP and cash flow for engaging in IS style free for alls.
All it takes is reworking the game's economy system to reflect Zells tennets.
#144
Posted 31 January 2013 - 12:27 AM
#145
Posted 31 January 2013 - 12:37 AM
Bishop Steiner, on 30 January 2013 - 02:48 PM, said:
Unbalanced matchmaking by numbers - 5 Clan to 11 IS mechs or somesuch and the fights will be just fine.
#146
Posted 31 January 2013 - 01:19 AM
Bishop Steiner, on 30 January 2013 - 02:48 PM, said:
Not to be cynical, but has PGI been able to do, change, add, or otherwise alter anything without epic levels of QQ?
For that matter, has any game since the advent of community forums?
#147
Posted 31 January 2013 - 01:42 AM
#148
Posted 31 January 2013 - 01:46 AM
Silent, on 30 January 2013 - 03:04 PM, said:
amen. except do it anyway. they will cry ............and in a month after that they will be like "You Inner Sphere weapon noobs"....
#149
Posted 31 January 2013 - 02:00 AM
#150
Posted 31 January 2013 - 02:56 AM
#151
Posted 31 January 2013 - 05:24 AM
Bagheera, on 31 January 2013 - 01:19 AM, said:
Not to be cynical, but has PGI been able to do, change, add, or otherwise alter anything without epic levels of QQ?
For that matter, has any game since the advent of community forums?
But is that PGIs fault or the community's?
I foresee a thread that demands separation of IS and Clan in the future!
Edited by Joseph Mallan, 31 January 2013 - 05:25 AM.
#152
Posted 31 January 2013 - 05:25 AM
Cataphract, on 31 January 2013 - 02:56 AM, said:
AI? Another 2 years of development?
#153
Posted 31 January 2013 - 06:02 AM
#154
Posted 31 January 2013 - 06:26 AM
MustrumRidcully, on 31 January 2013 - 06:02 AM, said:
I'm hoping they'll pull a rabbit out of a hat with regards to Clantech implementation but I'm not holding my breath. My surely unpopular and wholly unrealistic opinion is that Clans really shouldn't enter into the equation until several years into the game's life.
#155
Posted 31 January 2013 - 06:34 AM
Booran, on 30 January 2013 - 02:52 PM, said:
We should listen more to those who weigh pros against cons, and those who see past "well why break something OP, I was winning?"
What I'm hoping for is that clans and CW will mesh together with the base game we have now and lift it to proper quality heights.
edit: gosh I sound like I should get down from my high horse, sorry for sounding pretentious (spelling)
In other words you have no idea how to balance vastly superior tech from the Clans against IS mechs in a way that keeps people playing both, or you've decided to keep it a secret. Got it.
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.
This would then make the game demonstrably and loudly P2W and the game will get savaged on every public reviewing site on the planet for it.
Edited by HiplyRustic, 31 January 2013 - 06:35 AM.
#156
Posted 31 January 2013 - 06:35 AM
Thirdstar, on 31 January 2013 - 06:26 AM, said:
I'm hoping they'll pull a rabbit out of a hat with regards to Clantech implementation but I'm not holding my breath. My surely unpopular and wholly unrealistic opinion is that Clans really shouldn't enter into the equation until several years into the game's life.
Unrealistic...probably. But not unreasonable.
#157
Posted 31 January 2013 - 06:37 AM
- Clan tech mechs can't drop with IS mechs. You are match-made to be a clan-only drop.
- Clan mechs have the appropriate clan tech. No nerfs.
- Clan drop teams are 5 or 6 vs IS full 8 drops
- Clans can drop against each other at full strength.
IIRC, clan mechs often fought superior numbers with their superior tech. That would be interesting, I think, and fairly easy to pull off. How many clan mechs would be "fair" against 8 inner sphere? 5? 6?
Edited by Olivia Maybach, 31 January 2013 - 06:38 AM.
#158
Posted 31 January 2013 - 06:38 AM
Joseph Mallan, on 30 January 2013 - 03:16 PM, said:
And in tonight's performance the part of the clueless ***** still playing IS in this scenario is...
Someone?
Anyone?
#159
Posted 31 January 2013 - 06:39 AM
#160
Posted 31 January 2013 - 06:39 AM
Joseph Mallan, on 31 January 2013 - 06:35 AM, said:
Reason yields when the mighty dollar speaks.
As people have pointed out, PGI and by extension IGP would be lynched by shareholders if they didn't monetize a highly popular part of Battletech/Mechwarrior.
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