Fate 6, on 03 June 2013 - 09:44 PM, said:
No, I'm not suggesting that (25+100)/2=50, nor am I even close to suggesting the average weight in current matches is 50. Didn't I just say that it wasn't? What I'm saying is that, in the Mechwarrior universe, mediums are the most common mech. So the average mech is about 50 tons, because the next most common mechs are lights. So, just an example of what I'd like to see: (35+25+45+50+50+40+90+65)/8=50. Now, maybe the average weight should be closer to 55 (I wouldn't complain about 1 less light in exchange for a heavy), but the point is that a decent balanced team should be pretty close to 50 tons average.
50 tons per player is... just fail.
When there were leagues, 70 tons average per player in each team was the standard (at least with respect to MW4). So, if you took an Atlas, someone would have take a Cicada (well, in some ways, there were bigger teams, so it wouldn't strictly look like this). It would kinda balance itself out.
Since 20 tonners and 100 tonners are the technical maximums, something like a tonnage cap of 60 to 65 tons per player would probably balance things on a tonnage restriction level. However, the real issue is the premades, so you would have to enforce that rule upon them (you don't want 2 Atlases in a 2-man premade for example). There will be issues, but these can be worked through to some extent.
Edit:
Now that I think about it a bit more... restricting 2 Atlases in a 2-man premade is a bad thing. However, for the sake of the MM and ELO, I think it makes better sense to WARN players at certain tonnage extremes (too big or too small) that their MM time will be more likely to be slower due to their current overall tonnage. This is the only fair and easier way to keep tonnage limits in check while not restricting them to any particular limitation, other than time. My time is spent better when every type of mech is on the field (or at least tonnagewise fair) than Steiner Scout LanceWarrior Online.
Edited by Deathlike, 03 June 2013 - 10:40 PM.