bar10jim, on 01 April 2015 - 04:18 PM, said:
Nice rant. But you need to compare apples to apples when discussing heat penalties. Lets compare what happens when you fire 3 C-ERLL vs 4 IS LL. Why 3 vs 4? because that is the first laser that incurs a heat penalty for each side.
3 C-ERLL use 3 hardpoints using 3 crit slots and 12 tons to generate 33 points of damage for 37.2 heat.
4 IS LL use 4 hardpoints 8 crit slots and 20 tons to generate 36 points of damage for 38.72 heat.
So, to generate 3 extra points of damage, the IS mech needs to use 1 hardpoint, 5 crit slots, and 8 tons. For 3 points of damage. The ~ 1.2 pts of extra heat is negligible in this comparison.
Just for fun, I thought I'd try to put together both a Clan and an IS mech with the applicable 3 and 4 laser loadouts ONLY, provided they had similar characteristics.
For the Clans, the smallest I came up with a 35-ton Adder-B that moves at 106.9 kph (speed tweak) having a cooling value of 37% (Smurfy's)
The smallest IS mech I can get similar performance out of was a 50-ton Trebuchet-5J that also moved at 106.9 kph and had a cooling efficiency of 36%.
The lesson we learned here? The clan gets more firepower in a smaller mech, thereby freeing up extra tonnage for the rest of the drop deck.
I fail to find any validity in your argument.
and how many damage does apply to a section by the beam duration? especially when we now go to IS laser quirked mechs? your apples you compare with other apples are both also not apples at all.
Aresye, on 05 April 2015 - 08:11 PM, said:
Balance should be aimed at the middle of the ground, average player category. In the average Elo, Clan mechs and IS mechs should be equally effective.
The problem is PGI decided they wanted to balance Clan mechs so that a player with higher skill and steadier aim can do more damage. This presented problems to the competitive community, because they wanted to be able to have an even IS vs Clan experience, but since so many players in the comp scene are fairly skilled, those that piloted Clan mechs did in fact have a very real advantage.
The comp players have a very strong input with PGI when it comes to balance feedback. They said the Clans needed nerfing, so PGI started nerfing. The problem is they didn't change the mechanics of how Clan weapons were balanced in the first place, so PGI decided to change ghost heat values, laser durations, etc. in the opposite direction of where they needed to go.
The end result basically screwed over the average player. The more competitive guys adjusted. This did nothing to change the fact that good players (keyword: good) can still do very well in Clan mechs, while new to average players now perform worse than before.
you do not understand gamign dynamic do you?
if you create perfect balance for the average gamer and the emchs, you will have mechs in skilled gamers hand doing a lot better. the better gamers will all use these mechs and the standard crowd will start to follow them also using only these mechs. and so mech balanc eis not created by averages, becaue they follow the meta the others apply. there is a ton of averages fialing to properly pilot tbr's and scr's because they are average. Should we buff these mechs now because they can not pilot them? Now thats going to end catastrophically.
Edited by Lily from animove, 07 April 2015 - 03:11 AM.