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The powergap between Techs is undeniable, and can be roughly quantified, or rather translated, in tons. This TECH imbalance is then mitigated to various extent for different mech chassi and variants depending on hardpoints, geometry and hitboxes, making some unquirked IS mechs more viable than others, and the same for clan chassi. After this, there is another round of mitigation provided by quirks, which are also different for every variant. It is this last layer of mitigation that we can try to reduce the need for by addressing the underlying imbalance, the root of the Balance problem.
The biggest elephant in the room, is the XL engine. In order for IS mechs to have similar durability as clan XL mechs, they need to equip a STD engine, at a cost of:
250 ton engine -> 6 tons
265 ton engine -> 7 tons
280 ton engine -> 8 tons
300 ton engine -> 9.5 tons
325 ton engine -> 11.5 tons
350 ton engine -> 14.5 tons
That is the RAW durability penalty translated into tons for IS XL vs clan XL. The RAW value is the mitigated by geometry, hitboxes and speed + some will argue that it's beneficial to zombie, but imo that is neglible today.
If we compare this to the other elephant in the room, which is the weight of IS vs clan Equipment. There are some asymmetric factors here, but when all is said and done, Clan Equipment is lighter for the same or similar performance. Like above, the exact number could be argued til the end of time so let's not. Let's just conclude from the build examples earlier in the thread that for a medium-Heavy mech the weight penalty for a typical loadout is in the range of 5-10 tons. The simplest example is a dual gauss build that is undeniably 6 tons ligher for a clan mech than for an IS mech.
While we cannot scientifically quantify these numbers, we can guesstimate them based on reason, and we can try to predict and suggest ways to achieve Balance without making everything the same.
The suggested engine "normalization" is imo an excellent step in the direction of Balance without any serious drawbacks. Let me expand a little on this.
The suggestion I threw out in the OP just to give an example how it could be done in the simplest way. From the OP
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1. Allow individual crit slots to be destroyed in the engine
2. Make harsh penalties for losing an engine crit slot, like 10% cooling, 10% speed per slot
3. Increase death by engine destruction to 4 crit slots
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What does this mean? It would mean that both IS and clan XLs would survive losing one side torso. By doing so, the IS Version would lose 3 engine slots, then clan Version (and any future LFE I think) would lose 2 engine slots. With the numbers about, a lost ST for an IS mech would mean -30% cooling and -30% speed, and for a Clan mech it would mean: -20% cooling and -20% speed.
Isn't that fair? The IS XL engines would still be worse than clan XL in every conceivable way. They would be the same weight, 2 more slots, and larger penalty for lost ST and have no benefits.
The other good thing with XL normalization is that mechs that do not suffer too badly from XL ST Death ("XL safe") also do not gain so much be getting safe XL, which means that there is no risk of overpowering any mech by doing this. It's a completely safe change that can only improve Balance. If they would instead opt for achieving the same by ST armor buffs, these could easily become wrongly scaled and either do nothing or OP some mechs.
Some argue that STD engines would be obsoleted, which firstly is not entirely true since mechs with low engine cap don't really benefit from XLs, like Stalkers and the slow Awesomes. Secondly, it can easily be countered by giving for example STD engines a Component HP buff of appropriate size, whatever that is. Something in between could be done for LFEs, if they should be introduced at all.
All in all, I'd argue that XL normalization like this would be a really elegant step towards Balance. PGI still have the tonnage penalty difference between weapon/Equipment to deal with, but the XL fix would cut the amplitude of the problem approximately in half, reducing the need for extremely strong quirks.
As for Omni- vs Battlemech Balance, PGI have a job to do. They have a similar decision to do about these, either they do it all by quirks, or they go to the root of the problem and soften up some of the constuction rules for Omnis. Locked FF and absense of Endo is a pure handicap. Being stuck with a non-optimal engine or JJs or AP etc is not a pure handicap since this is functional Equipment, just not optimal... so I would suggest starting in the endo/ff end of Things and unlock these. This has been suggested and discussed a lot and this change would go well hand in hand with XL engine normalization. Full or partial unlock of JJs would too imo, but that's my opinion.
So, this is an attempt to summarize my opinions expressed in this thread in a bit more organized fashion. Hopefully it can Reach someone. There are 2 big Balance elephants, one can be rather easily addressed, the other must continue to be asymmetric because of Stock builds and IS stuff being heavier. There is no way around it, and PGI already took measures to Control the clan Version with longer durations and dot-character (ACs) and splash (ERPPCs). There is still some tuning to do, and I would prefer that they tune weapon Techs a bit better too before applying quirks, so that quirks doesn't have to compensate as much for this as is currently the case.
That would free up quirks to deal mostly with differences in hardpoints/geometry and hitboxes and similar Things directly related to mechs and not Tech.
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Initial OP:
Sorry, yet another balance thread... but the reason I post this is not to argue what is OP and what is not. It's an attempt to get everyone on board by trying to illustrate why quirks were introduced, any why they are as strong as they are. This will be old food and obvious stuff for some of you guys that understand all this very well, but after reading so many extremely biased opinions lately I really need to get this out of my system...
To illustrate, lets compare the Thunderbolt with the Ebon Jaguar. Both are 65 tons, both have good hardpoint locations. For now, let's ignore hitboxes, geometry and quirks. Since techs are not directly comparable, lets do several to paint the picture.
Comparison 1: similar speed/durability/alpha
TDR-5SS: STD315, FF/endo, 7x MPL, 42 dmg alpha, 16DHS, 3.97 sustained dps, 11.69 burst dps, 220m range, 0.6s duration
EBJ-Prime: cXL325, FF/endo, 7x cSPL, 42 dmg alpha, 13DHS, 4.90 sustained dps, 14,00 burst dps, 165m range, 0.75s duration
TDR has 0 free slots, 1.75 free tons
EBJ has 26 free slots, 22 free tons and less range/more dps weapons
Comparison 2: similar speed/durability, same weapon selection
TDR-5SS: STD315, FF/endo, 7x MPL, 42 dmg alpha, 16DHS, 3.97 sustained dps, 11.69 burst dps, 220m range, 0.6s duration
EBJ-Prime: cXL325, FF/endo, 7x cMPL, 56 dmg alpha, 18DHS, 4.07 sustained dps, 14.56 burst dps, 330m range, 0.85s duration
TDR has 0 free slots, 1.75 free tons
EBJ has 16 free slots, 10 free tons, and flat out superior weapons
Comparison 3: similar speed/durability, same weapon selection, quirked 5SS
TDR-5SS: STD315, FF/endo, 7x MPL, 42 dmg alpha, 16DHS, ~4.5 sustained dps, 13.33 burst dps, 330m range, 0.6s duration (+30 ST structure)
EBJ-Prime: cXL325, FF/endo, 7x cMPL, 56 dmg alpha, 18DHS, 4.07 sustained dps, 14.56 burst dps, 330m range, 0.85s duration
TDR has 0 free slots, 1.75 free tons
EBJ has 16 free slots, 10 free tons, and better weapons
Comparison 4: reduced speed, similar durability, same weapon selection, quirked 5SS
TDR-5SS: STD300, FF/endo, 7x MPL, 42 dmg alpha, 20DHS, ~5.3 sustained dps, 13.33 burst dps, 330m range, 0.6s duration (+30 structure)
EBJ-Prime: cXL325, FF/endo, 7x cMPL, 56 dmg alpha, 18DHS, 4.07 sustained dps, 14.56 burst dps, 330m range, 0.85s duration
TDR has 2 free slots, 0 free tons
EBJ has 16 free slots, 10 free tons, and comparable weapons (better alpha/burst dps, worse sustained dps and duration)
So, by looking at those numbers you can see how the admittedly strong range quirks on the 5SS helps it to approach the EBJ (gives IS MPLs the same range as clan MPLs). Optimizing engine size helps a bit more. But... the EBJ still has 10 tons left. This is how big the advantage of safe XL engine is in tons!
Now, we could argue all day long which comparison is fair, I should compare different mechs, I should have used LL build, etc, etc, but I hope everyone can see the general picture and not bury themselves in details. As long as IS requires an STD engine to reach clan level of survivability, the difference is this big, and this is why we sit here today with super-quirks.
On top of this we do of course have many layers of factors that mitigate some of this handicap for some chassi, most notably hitboxes, geometry and hardpoint placement. The Stalker is a fine example of all three factors helping the chassi to mitigate most of the non-cXL-engine disadvantage. The Stalker has excellently placed hardpoints, en masse, and its geometry is small and slim for the tonnage, and most importantly its CT hitbox is very slim. Therefore, when using a STD engine it will quickly lose one ST, but can use it to tank its remaining ST and the CT very efficiently, giving it great durability. There is also the opposite, with slim or very fast mechs that can more safely equip an XL, that mitigates a lot of this disadvantage but not all. Especially with better HSR now.
These are examples of asymmetric mitigation of the underlying problem of clan XL engines. That doesn't solve balance, just as little as locked equipment solves it for clans. We really should push together for PGI getting to the root of the problem, and that is to reduce the power-gap between IS and clan XL engines.
I therefore suggest we support mcgrals thread about normalizing engines. I fully support it and has suggested similar things myself.
Duke Nedo, on 15 March 2015 - 11:56 PM, said:
1. Allow individual crit slots to be destroyed in the engine
2. Make harsh penalties for losing an engine crit slot, like 10% cooling, 10% speed per slot
3. Increase death by engine destruction to 4
4. Profit
Now losing both side torsos will kill both IS and clan XLs, but the IS version will be much more punished for losing 1 ST. It would also potentially be a more gradual process of each crit slot of the engine has some HP and can be destroyed individually.
Edit: 6 -> 4
Something along these lines. I don't care for the implementation or details, but I think that direction is the right one. Perhaps the only sustainable one.
With something like that in place we can reduce quirks, we can unlock clan customization and we can fine tune weapon balance. PGI could also more safely introduce new tech like IIc and LFEs without completely overthrowing whatever quirk balance they have achieved....
Thank you, now I feel better.
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Edit: Just to clarify, I am not pro clan nerfs or any form of blanket nerfs. What I try to promote is that the baselines for clan tech and IS tech are brought closer by getting rid of the biggest elephants. I think it's dangerous to rely on quirks to achieve clan-IS balance. It's an excellent tool for promoting diversity within each of the factions, but it quickly becomes a dead end if used alone to balance factions.
I also don't have any strong preferences for IS or clans.
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Edit 2: some comparisons later in thread
Here's another comparison that is quite illustrative. The SCR vs SHD-2K.
The SHD-2K is/was considered a good mech by IS standards, mildly quirked. Both have high E hardpoints etc.
Basic podspace in general due to engine + common trade-offs:
SCR 330cXL (106.9 kph): 23 tons
SHD 330XL: 23 tons
SHD 330STD: 11 tons
SHD 300STD: 17.5 tons
SHD 280STD (90.7 kph): 20.5 tons
So, depending on how much speed/agility you want to sacrifice, a cost somewhere between 2.5 and 12 tons.
Example builds:
SHD-2K, 3x ERLL, STD300, -0.5t armor: 27 dmg alpha, 675m range, 1.25s duration, 6.0 burst dps, 2.70 sustained dps
Similar SCR, -0.5t armor, 2x cLPL, 26 dmg alpha, 600m range, 1.12s duration, 5.94 burst dps, 2.80 sustained dps
Not perfect but rather similar. 1p less alpha, 75m less range, but ~10% shorter duration. The SCR has higher agility though and larger engine. If we just say that this is comparable, but not identical. How many tons do this SCR have left to spend on additional stuff after matching the SHD?
SCR free pod space: 11 tons and 23 slots. There are no negative quirks on these pods, but the SHD gets 7.5% heat gen.
As before, if we say add a TC1 to the SCR to make it a more fair comparison, then it's 10 tons. If we then cut it in half for arguments sake, it's down to a 5 tons advantage, which then again is the tonnage locked up in JumpJets on the Summoner. Ponder.
And once again, I am not crying nerf, but I'd like to illustrate the power gap.
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In the TDR example, it was between 10 and 22 tons (!) less for mimicing the TDR-5SS MPL/STD engine build on a EBJ, depending no which weapons you choose. A 5x cMPL build would probably have been most similar, in that case using 14 tons less than the TDR to achieve the same effect.
In the SHD example, it was 11 tons less for a 3x ERLL build when built on a SCR.
For fun, I tried a SMN vs CTF-3D comparison. If I do that on the 1x gauss+4xcERML build, the corresponding performance would require 1x gauss, 3x LL on the CTF-3D, and in order to squeeze that in I'd need to use an IS 280 XL engine (vs the SMN 350 cXL), and in addition to dying from a ST loss and having much worse speed/agility (89 kph+5% + agility quirks vs 71 kph), it's also slightly worse in heat efficiency, alpha and jumpjets.
This one I won't argue if you call it a pointless comparison, but anyways a bit interesting. That's the Suckoner vs a "tier 1" IS mech (heh) before quirkening 1.0.
Once again, I am not writing this up because I want clans nerfed. I write this up because it has to be said, so many people in denial when it comes to balance.
My agenda if I have one is that in order to improve this game, I believe that PGI needs to address IS XL side torso death. This penalty is too harsh and creates this huge powergap (let's be honest now), in measurable tonnage. More tonnage than clan mechs have locked away in (functional) equipment. The only thing that makes it bearable is that IS have customization and can therefore choose their weakness, opposed to the not-so-good clan mechs like the Summoner. The smaller the mech becomes, the more you can live with this penalty, but for many mediums and nearly all heavy/assaults this is a really important balance factor.
Bring the baseline for clan tech and IS tech closer to each other, then you'll not need (as powerful) super quirks, or locked clan equipment.
Peace.
Edited by Duke Nedo, 01 August 2015 - 07:05 AM.