XX Sulla XX, on 14 July 2013 - 10:41 AM, said:
Hmm Stagger not sure they will ever do major adjustments to game mechanics. I assume you mean something like convergence or changing the hard point system.
Many players posting suggestions come up with one or two issues that need to be fixed. I think the game has multiple issues that play off one another at the core game mechanic level. One problem creates another problem… which leads to a bigger problem. So when PGI comes up with weapon tweaks, such as lowering the heat on the PPC from 10 to 8, for example, it is fixing nothing about the PPC that was a problem in the first place. That change is in fact making the PPC more desirable than the Large Laser, based on weapon table values. Ok… so people see that the PPC is now better than the Large Laser and start to boat the PPC instead of the Large Laser. Ultimately, what was accomplished?
In no particular order, you could point to the following issues as hindering weapon balance and load out balance in Mechwarrior: Online.
- MechLab Freedom is an issue because there are weak engine restrictions. The way the game was designed for table top play, you had to make significant investment in engine upgrades if you wanted to go faster in the form of full movement points. That would be a jump in engine rating based on tonnage factor. Say a Cataphract that went 64km/h but wanted to go faster. In the TT game it would have to jump from a 280 rated engine to a 350 rated engine. That is a heavy chunk of tonnage to commit to. In MechWarrior: Online, players are able to shoehorn larger or smaller engines into their chassis to the half-ton. That extra flexibility is counter to the difficult Mech design process from the table top game.
- Weapon reload/recycle times are fast… sometimes as much as three times faster than the table top canon source material allows. This is an issue because they currently place more damage down range than the table top armour values were designed to absorb. Even with doubled armour values in play, the reality of faster rate of fire and weapon convergence quickly overwhelms that armour buff.
- Ammunition values per ton are insufficient when feeding the fast firing weapons, trying to defeat the doubled armour values. When players allocate more tonnage to ammunition than they really should be required to, it is a drain on tonnage that could otherwise be allocated to a few more weapons, heat sinks or other equipment. Further, when a player sees the investment they have already put towards a certain weapon system, say the LRM 15, boating often results because they see they may as well go ‘all in’ on the LRM launcher, rather than start allocating spare tonnage to other weapons that may/may not require their own ammunition. This would be why you may see an Atlas running around sporting 3x LRM 15s.
- The heat system is a minor disaster. The heat pool is large enough to allow for multiple Alpha Strikes of heavy weapons that would otherwise shutdown most Mechs in Table Top play. To get off one such Alpha Strike is ok, but to get off two or three before heat management comes into play is almost inexcusable for a game looking for balance. Worse still, it allows players to all but ignore support weapons in favour of one more heavier weapon with front loaded damage. Without heat penalties or a serious heat deterrent, what is the downside to adding another heavy weapon? A five second shutdown period?
- The hard point system could use some tweaking, because without restrictions Mechs lose their flavour and roles. You need only look as far as the K2 Catapult to see machine guns being replaced by Gauss Rifles or AC/20s. How many PPCs now currently occupy slots previously designed for Medium Lasers in the meta game right now? When I looked at the Victor artwork when it was released, I immediately imagined an XL engine replacing the standard engine and two PPCs replacing the left arm-mounted medium lasers. There is a problem there. Is says, “I can bend the heat system and hard point system to design a Mech that, under normal circumstances shouldn’t be viable… but is.”
- Weapon convergence has been beaten to death on the forums, and according to the last Ask the Devs posting of answers, is more or less here to stay. Take all the reasons above why Mech design is broken and put all that damage into a pin-point alpha strike again and again and again and the problem should be self-evident. I am not sure what they can do, other than make alpha striking a staggered format or a painful, last ditch effort. It appears all too commonplace right now, based on my own play and player feedback.
Ok, so let’s put it all together for when the Clans arrive, but skirt all the proposed heat penalties recently announced by the development team.
Assuming that we are allowed to purchase Clan Mechs and weapons, I would simply take an 85-ton Warhawk/Masakari chassis and place six weapons on it… 2x ER PPC, 2x Large Pulse Laser and 2x ER Large Laser. This arrangement skirts the 3+ weapons of the same type being fired at the same time penalties, so I have a 70 damage Alpha Strike with pin-point accuracy at my disposal. Better yet, it comes with an optimum range of 600m and no minimum range. I would then fit as many heat sinks as possible into the chassis and select an appropriate XL Engine, to the half-ton, to give my Mech respectable speed and space for internal heat sinks. If space and tonnage allow, I can also look at an ECM suite, Active Probe and AMS system.
While I applaud the development team for their dogged determination to stamp out all the balance issues with weapon value tweaks and adjustments, I really don’t see them finding a balanced situation. This game will forever be bouncing from one top end weapon to the next so long as the above issues are not addressed.