You can use this for reference: http://mwomercs.com/...and-data-12209/
If we take the Raven 3L as the baseline light ECM mech to balance against, this is my suggestion:
Commando 2D - leave alone (or, you *could* give the RA two energy hardpoints if desired which would open up the build to a 2 small laser variant)
Spider 5D - Add 2 energy hardpoints to the LA (or, you *could* add another energy hardpoint and 1 missile hardpoint)
Jenner K - Give it ECM, you have a jump-capable ECM light in the spider so why doesn't the jenner have it?
As one can infer, the Raven 3L and Commando 2D are ground-based and thus have more missile hard points. The Spider 5D and Jenner K (if it received ECM) are JJ capable and thus have less missile points and instead have energy hard points... in my mind, this balances the capabilities of the different chasis.
I haven't included non-ECM light mechs in the balance equation because ... well, I don't believe they offer much, if anything, more than the current ECM light mechs. However, if I were to try to balance this non-ECM light mechs, I would try to ensure they had 1 more hardpoint than their ECM equivalent light mech so they brought extra firepower to the team equation:
Com 1B - Add 1 energy hardpoint to LA (ie total of 2 energy LA)
Com 1D - Add 1 missile hardpoint to LA or 2 energy hardpoints to LA
Com 3A - Add 1 missile hardpoint or 1 energy hardpoint to LA
Death Knell - Add 1 energy hardpoint to LA and add 1 energy hardpoint to RA
Spd 5k - Add 1 energy hardpoint to CT, 1 ballistic hardpoint to LA, and 1 ballistic hardpoint to RA
Spd 5v - Add 1 energy hardpoint to RA, add 1 energy hardpoint to LA or 2 ballistic hardpoints to RA and 2 ballistic hardpoints to LA
Jenners are fine
Rvn 2x - Add 1 missile or 1 energy hardpoint to LA
Rvn 4x - Add 1 energy or 2 ballist hardpoints to RT
Thanks for reading... looking forward to more balanced mechs in MWOMercs!
Mav


Balancing Light Mechs - Specifically Ecm Lights
Started by MavRCK, Apr 07 2013 11:15 PM
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