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Ok, Let Break This To The Real Balance Issues...


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#21 MustrumRidcully

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Posted 17 July 2013 - 08:57 AM

I forgot one reason boating rules:
Defensive Torso Twsting
Good players do it all the time. But if you mix weapons, you can't group fire them, since different weapons have different lead times. So you split up your fire a bit. If you use lasers, they need a full second for themself, and then you can get on with the rest of your weaponry.

A boat can - thanks to groupfire and convergence - doesn't need to worry.

When I drove my AC/40 Jagermech, I basically had 3.5 seconds or so all for defensive torso twisting.
When I switched to my Atlas, I suddenly realized I needed 1 second for the LLs alone, and probably another second or half for the SRMs and AC/20. And my recylce time is approximately 4 seconds, so 33 to 50 % of my time I am buy aiming and firing my guns, where I spend only about 20 % of my time on that on my AC/40.

#22 Gallowglas

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Posted 17 July 2013 - 09:15 AM

My thoughts:

1) As Roland posted recently, I think internal damage needs to be more nuanced and prolonged. I think there needs to be more internal structural health and either more potentially empty (though unusable) crit slots or else more health to the components in those slots. Allow actuators and such to be hit (and have them impact mech performance). Have engine hits do more than just cause insta-death. Maybe it takes 3 hits to kill, but hits #1 and #2 make your mech a lot less heat efficient and move slower.

2) I think there needs to be a more pronounced, broader spectrum of mech speeds so that there's a wider gap in movement speed between all weight classes and allowing more nuanced differences between chassis.

3) LRM's need to be adjusted. I think they do entirely too much CT damage, although I think the damage overall is fine. I think perhaps direct fire on a mech in open terrain is fine as it is currently, but for indirect fire, it should be more spread out.

4) Scout mechs (lights, yes, but also mechs like the Cicada) need meaningful information gathering tools, maybe at the sacrifice of firepower or maybe regardless.

5) I think assault captures need to be locked out or made very difficult in the first 5 minutes of play. Afterwards, I think it's fine. Dropships protecting the landing zones during that period seem like the most coherent way to handle this.

6) Several weapons definitely need tuning to make them useful. The internal damage proposal I mentioned in point #1 would make crit-seeking weapons more valuable, but all the pulse lasers and now SSRM's need some work. I think the AC/5 and AC/10 probably need an ammo boost. They're too much weight/crit slots for how many shots you get, particularly when you consider how much damage they put out per shot and how much ammo is a liability.

7) LL's need a heat threshold cap of 3 or 4 instead of 2.

8) We need more nuanced penalties for high heat than just CT damage including, perhaps, an expanded reticle, speed changes, visual glitches (maybe even mini-map or alt-vision distortion), etc.

Edited by Gallowglas, 17 July 2013 - 09:18 AM.






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