Author Topic: Battletech concepts that don't work in MWLL  (Read 7539 times)

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Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #15 on: August 11, 2010, 02:21:01 PM »
basically +1 to what Haarp said.

Also, imo, CBT =|= Mechwarrior.

Indeed, of course it isnt, but it is still a template and guide for numbers that skill and realtime mechanics do not effect, prices for instance....  :P

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Offline Leeko

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Re: Battletech concepts that don't work in MWLL
« Reply #16 on: August 11, 2010, 02:28:02 PM »
Indeed, of course it isnt, but it is still a template and guide for numbers that skill and realtime mechanics do not effect, prices for instance....  :P

Thank goodness MWLL Timber Wolves don't cost 25 million Cbills! ;)

But in all seriousness, I agree with pretty much everything HAARP said. Adjust the ammo capacity of Clan Mechs, and keep C3 and RACs exclusive to IS, and ffs no single heat sinks. Also RACs need a buff IMO.
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Offline (TLL) Zeh

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Re: Battletech concepts that don't work in MWLL
« Reply #17 on: August 11, 2010, 02:30:25 PM »
I think you should give the IS all technology they ever received, DHS, etc.  Trying to balance the "Good" mechs against the "kinda shitty" mechs is going to be a ridiculous balancing hurdle, I'm guessing.  And honestly that's all "Clan" and "IS" mean to me.  I understand a lot of people are into the lore, but I've played Mechwarrior since the original DOS-based EGA version, the original Battletech PC games, and still wouldn't care one bit about what team I'm on, other than I don't want the "kinda shitty" mechs.

But, such is the idea, and I'm fine with it, I would just suggesting minimizing the balancing issues as much as possible by giving IS the most advanced tech it should feasibly have.

Offline ~SJ~ Atlessa

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Re: Battletech concepts that don't work in MWLL
« Reply #18 on: August 11, 2010, 02:32:59 PM »
basically +1 to what Haarp said.

Also, imo, CBT =|= Mechwarrior.

Well that's the whole point of this thread, isn't it??

A simple balancing idea is to change the team ratio from 1:1 to 2:1 or 5:2 or similar. Meaning that the Clanners are always outnumbered. I would definitely like to see this somewhere in the future.

Then, still, about 50% of the players would prefer playing clan... and be unhappy when they're forced to play IS...
Also I see this to be a capital bitch to balance.


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Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #19 on: August 11, 2010, 02:52:49 PM »
I still think (sorry for the clanner pride) that they would get utterly raped everytime if the IS pilots were even half way competent, number differences work in large scale fights (were talking thousands) but are totally imbalanced in small fights like the ones we do in these games. IS assets are only "Kinda shitty" not outright shitty enough for Clan to beat them when heavily outnumbered. That said, if the large team is incompetent that only means more targets to shoot at, got nothing to do with their tech, bad pilots are just bad. :P

Indeed, of course it isnt, but it is still a template and guide for numbers that skill and realtime mechanics do not effect, prices for instance....  :P

Thank goodness MWLL Timber Wolves don't cost 25 million Cbills! ;)

I wouldn't mind...
But seriously, you know what I meant. Thus why I cited relative battle value not Cbills. :P

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Offline Brainwright

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Re: Battletech concepts that don't work in MWLL
« Reply #20 on: August 11, 2010, 03:08:48 PM »
A simple balancing idea is to change the team ratio from 1:1 to 2:1 or 5:2 or similar. Meaning that the Clanners are always outnumbered. I would definitely like to see this somewhere in the future.

Then, still, about 50% of the players would prefer playing clan... and be unhappy when they're forced to play IS...
Also I see this to be a capital bitch to balance.


That said... omg do want!!!!!!11oneeleven

This idea occurred to me as well while I was typing the post, and I think the trick is not limiting the number of players on each side, but limiting their options.

One way to work it might be to limit who can get the top-tier mechs by rank. First, you'd probably have to further limit the top ranks by a scale of how many people are on the time.  So you'd have maybe one third of the clan side with the top options available to them as opposed to two fifths on the IS side. No one on the Clan side can get the heavy aerospace craft or anything heavier than a Vulture (fire support, afterall) until they reach the rank of Star Colonel or higher, no matter how much money they have.  Then, lower-ranked clanners would be left with lighter mechs and tanks for most of their heavy firepower.  For IS, I might limit it at Galaxy Commander with nothing but the Shiva or anything heavier than an Awesome being restricted from the lower levels.

And for those who think the price is right on clan mechs hasn't ever had a Novacat camping your base within the first five minutes of a match.  Why doesn't anyone ever do it with an Awesome?  Because the Novacat is just one more tier up.

The price is right?  Utter nonsense.
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Offline Leeko

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Re: Battletech concepts that don't work in MWLL
« Reply #21 on: August 11, 2010, 03:13:16 PM »
As an aside I'd like to say that Clan vs IS balancing ideas that don't pertain to the configurations of the concerned Mechs, i.e. Brainwright's idea, should only be taken into consideration for Clan vs IS play.
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Offline =KoS= Eldragon

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Re: Battletech concepts that don't work in MWLL
« Reply #22 on: August 11, 2010, 03:52:22 PM »
Make C3, NARC, and Long Tom IS only and my money is on the Inner Sphere. C3+Long Tom is better than any Novacat.

Only fair that if IS mechs don't have clan tech, clan mechs don't have IS tech.





Edited because I didn't realize clan NARC exists.

Offline HAARP

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Re: Battletech concepts that don't work in MWLL
« Reply #23 on: August 11, 2010, 03:54:57 PM »
Clan NARC exists. (so does TAG)

Offline =KoS= Eldragon

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Re: Battletech concepts that don't work in MWLL
« Reply #24 on: August 11, 2010, 03:57:39 PM »
Clan NARC exists. (so does TAG)

So it does. Really i think the biggest problem the IS has right now is lack of top-tier AA platform.

Offline (TLL)Sky_walker

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Re: Battletech concepts that don't work in MWLL
« Reply #25 on: August 11, 2010, 04:53:48 PM »
IS rule in the air anyway - they got Partisans, Harassers, Shiva with all it's goodness, NARC+C3 sparrowhawk.

What IS is missing most is proper balance in the ground units, especially bit lacking Assaults. Only reasonable one are the UAC variants ATM. They can fight well against Mad Cat or other heavies if get good position, but still very often loose to Mad Cat MKII. Of course the matter of lack of balance is known and was announced along with release of IS vs CL server var. :)
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Offline lessergod

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Re: Battletech concepts that don't work in MWLL
« Reply #26 on: August 11, 2010, 05:36:22 PM »
First off, cries of cost balance should be held until all units have been deployed in game. There are still assets that have not been incorporated, this is just balancing for now. Once the Kodiak and the such have been deployed, we should then look to visit the issue if it still exists.

As for the MC-A Laser boat. It is a powerful me ch in mediocre hands, but other variants will surpass it once all the assets are in place.

Discussions to me about what we are going to do and what we are going to see when we don't know where we are going, do not make sense.

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Offline Virt

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Re: Battletech concepts that don't work in MWLL
« Reply #27 on: August 11, 2010, 06:24:31 PM »
"Cost balance!!!"

Oh, sorry  :-[
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Offline CHHš Sturmadler

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Re: Battletech concepts that don't work in MWLL
« Reply #28 on: August 11, 2010, 06:32:43 PM »
We're a long way off from final balance.  Many of the cbt concepts are working better than had been hoped in the current beta.

Offline snooggums

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Re: Battletech concepts that don't work in MWLL
« Reply #29 on: August 11, 2010, 07:32:59 PM »
Single heat sinks do have a role: Cheap light mechs with low heat weapons.

Not including the Double Heat Sinks as an option for heavies and assaults while making high heat weaponry (ERPPC) available is just silly. Easy balance for cost is to make DHS very expensive compared to a standard heat sink.

I also don't think BV is a great comparison since weapons play completely different in game. The accuracy of lasers alone skews BV pretty harshly as an accurate pilot can make a laser boat a ton more effective than a missile boat with the same damage output and other factors. Instead, there should be a focus on developing a MWLL BV system based on tonnage and equipment.