This is not a Mechopolitical Thread about PGI's performance about this, that, or the other. (There is plenty of that in the other threads strewn about this forum.)
My base idea for balancing clan tech/mechs is adjusting things that aren't hard-canon. (Example, tweaks in turn speed, weapon ROF, weapon drop-off, etc...)
The goal is to make it so that Clan mechs are still viable death dealing war machines, without having to balance them by numbers against IS mechs. (That still makes it less fun for the individual IS mech pilot)
If you're uninterested in some boring old fun, semi-constructive conversation regarding balancing: Cease Reading Here.
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Ok first up: Mechs.
Many things here are just going to have to be balanced by cash (unless following posts have better ideas)
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Clan mechs in general
Not as maneuverable.
Keep the top speed of engines as those are canon-set by engine rating.
However, Slow down the torso twist and turn radius of the mechs compared to their IS weight/engine counterparts. Could also slow down the overall acceleration- as I don't think that is dictated either.
End Goal: Off-set the overall better killing power by making them less maneuverable by comparison.
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Clan Components
Clan XL Engines: Far harder to destroy- Far more expensive.
Clan Ferro Fibrous Armor: Far less space cost- Far more expensive
Clan Endosteel: Far less space cost- Far more expensive.
Clan DHS: Less space: Higher cost. (Keep the 1.4 heat-dis as well...)
End Goal: Make it more expensive to build the mech. Even as I type it, I don't like it, but it's the best I can think of at the moment without actually changing the technology. I'm not a huge fan of what PGI has done with changing Damage and heat values of weapons. I think there are far better ways of balancing without opening a new can of worms.
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Clan Weapons
Lasers: Extend the Beam Duration by a set amount- TBD. (Offset canon advantage with meta disadvantage- slow down the damage delivery rate)
PPCs: Slow down the projectile and the RoF (Makes the IS version more accurate, and offsets the huge DPS buff)
Ballistics: Keep the same Jam rate of Ultras, but slow down the overall RoF of ballistics. (Makes the IS version comparable in DPS) EDIT: Also Reduce the 3x Over-range (dropoff) to 2x or 2.5x to give IS a range advantage.
Gauss: Slow down the RoF, and slow the projectile a little bit.
LRMs: Slow down the missile speed. (Maybe to what IS LRMs were before the buff or a little slower) Lengthen cooldown. Keep same damage.
SRMs: Slow down the missile speed.
SSRMs: Slow down missile speed, less health per missile (to be more vulnerable to missing and AMS.)
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That's it for now.. anyone else got any ideas? (Just for fun.)
Edited by Livewyr, 16 August 2013 - 10:57 AM.