Steel Claws, on 08 June 2013 - 07:46 PM, said:
I put forward a way to reduce the number of high damage weapons that could be boated a while back that could be balanced and scaled. And you can find it here: http://mwomercs.com/...-energy-builds/
A neat idea but rather complicated. We have seen how PGI struggles to respond to balancing over the course of several MONTHS in the current situation. Add on top of that tweaking values for your energy consumption, generation, and balance adjustments to nudge things in certain directions. We're talking slapping another layer of painful statistics ontop of something that probably needs more TLC. This is somewhat unoptimal, especially if most of PGI are hunkered down working on CW and other features for release. This becomes increasingly relevant when one simply looks at the core of the problem. Pinpoint damage is really a Large Laser/PPC problem due to the size of the weapons and their damage output compared to their heat generation + penalties for going hot. My Yen Lo Wang barely crested a hill and I suddenly lost my fully armored side torso (no XL engine thankfully) and I didn't even hear the impact sound. I don't even think the guy that tore off the shoulder even shut down afterwards.
The key to an simple problem is a simple solution. Ballistics have their huge weight and ammo restrictions. Missiles have flight time and very specific roles. E-weapons are supposedly balanced by their heat generation.... I don't see heat balancing them very well. It'd be best to address heat first to encourage more flexible builds that aren't going to turn your mech into a new sun in Frozen City.
















