Gaan Cathal, on 24 July 2013 - 12:55 AM, said:
This has come up in another thread and, since it's related to this, I'd be interested to hear your thoughts.
In short:
All weight classes need to be independently viable, since the limiting resource is pilots not tonnage or BV (and all tonnage limits does if heavier = better is force some people into categorically worse mechs, irrespective of if they like them or not).
With that in mind, given that somewhat larger engines and slightly smaller hitboxes clearly don't cut it with respect to the increased tonnage to spend on gear that heavier mechs receive - would a viable solution be a significant limitation of torso twist speed and arm movement with increasing tonnage? Thus it legitimately makes heavier mechs less able to track lighter ones, whilst still enabling slightly heavier mechs to brutalise those immediately below them. Ideally this would be tonnage based, not weight class based (helps the Dragon, Awesome somewhat, we know bottom-tonnage mechs have issues) and might see a return to the food-chain loop we used to have where Assault > Heavy > Medium > Light > Assault (in general terms).
Yeah I like most of this. When I started this game I was under the impression that lights were supposed to be able to take out isolated assaults, and it only made sense. In a team game, each class has to have weaknesses and strengths.
What I've found out playing competitively since then is that light mechs are generally not even relevant to most games. If you go for a wild cap thing then you use them, and sometimes in end-game scenarios they can be useful, but in your typical long range fight that ends in one team eventually pushing and winning or losing the fight....they really are meaningless. (I'm referring to top, competitive 8man games here).
Tonnage limit or BV limits **** me off. I'm not going to play a game where I am a light mech pilot therefore my #1 usage is to free up tonnage for the "real mechs" to go win the game for me. I would either pilot an assault, or leave the game entirely. Every mech, at least every mech class, should be equally important in securing victories. The best team SHOULD JUST BE A BALANCED TEAM. If you take 8 assaults you should lose as much as if you took 8 lights. Those teams should be awful. There should be enough weaknesses of Assaults that no matter what they do, they will usually use against a more balanced team...a 2/2/2/2 team perhaps. That needs to be the end-goal of balance.
Tonnage limits are probably a quit-condition to me, because it is the official announcement that Role Warfare is dead. "Take you f*cking puny sh*t-*** baby mech and be happy it doesn't weigh much. You help the rest of your team by letting the rest of your team use the good mechs." I'll be gone in a second, never to come back.
Tonnage limits are a bandaid over the tough balancing that has to be done. Assault turn speed should be CUT IN HALF. Engines that currently make Assault mechs go 60kph should make them go 40 or 45. Let them keep their armor and weapons. Engines that make lights currently go 150 should make them go 190. Engines that make Mediums currently go 90 should make them go 115. Heavies should be slightly slowed both in their turn speed and movement speed.
The best part about my changes, and about ALL of the balance changes I suggest here and elsewhere is that they are not complex, they are not some strange system. All of my suggestions work with the current systems, and simply adjust baseline values. That goes for my class-balance suggestions above.
Edited by PEEFsmash, 24 July 2013 - 01:13 AM.