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Balancing The Daishi


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#61 verybad

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Posted 14 December 2013 - 03:36 PM

View Post3rdworld, on 14 December 2013 - 11:58 AM, said:


If u want 14 MGs on a 100 ton assault. Be my guest. ML boating isn't an issue on a slow assault with the inclusion of heat scale.

How about 4 UAC-20s?

#62 MisterPlanetarian

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Posted 14 December 2013 - 05:38 PM

2x Gauss(24t), 2xERPPC(12t), 10 tons of ammo and 19(stock+4) DHS is perfectly possible on the Dire wolf with the current rules. All weapons in the arms

(15 DHS stock on the tabletop config, leaving 50.5 tons for weapons and additional heatsinks/ammo.

Edited by MisterPlanetarian, 14 December 2013 - 05:38 PM.


#63 Luzilyo

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Posted 14 December 2013 - 08:36 PM

actually i think all the clan weapons and mechs will be either overpowered or pretty much useless when they come out. we'll just have to wait untill they get their balancing right before thinking about what to build in.

#64 MisterPlanetarian

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Posted 15 December 2013 - 06:52 AM

I'm mostly concerned about the Omnimech system. The summoner sits with 8 tons of armor, which is less than an IS hunchback despite being 20 tons heavier just as an example. Both clan light mechs being locked at 100kph or so with speed tweak is another issue

Hopefully PGI will understand this before the clans hit, no amount of weight savings are worth paper thin armour, if it was you would see buck naked atlases all over the place.

#65 Albert Cowboy Teuton

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Posted 15 December 2013 - 07:10 AM

View PostMisterPlanetarian, on 14 December 2013 - 07:56 AM, said:

It's a ton of extra design work easily avoided that i'd rather see spent on CW

No, its not. Balancing numbers on a spreadsheet has nothing to do with the design team of CW. anybody with programming background will tell you that. It will take some trial and error to end up with clan mechs that are 20% or so more HPS/DPS efficient and drop in a 20% lighter/underhanded team but its nothing compared to designing a whole new game, which is what CW is.

Right now we have a shooter, CW is a wargame.

#66 Gigastrike

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Posted 15 December 2013 - 11:08 AM

It's gonna be a powerhouse puncher one way or the other. I'm hoping that the massive side-torsos and locked-in XL engine will be its downfall.

#67 Sybreed

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Posted 15 December 2013 - 11:10 AM

lose convergence, rework heat, add hardpoint sizes.

Problem mostly solved (will still be very strong)

Edited by Sybreed, 15 December 2013 - 11:11 AM.


#68 verybad

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Posted 15 December 2013 - 11:15 AM

View PostMisterPlanetarian, on 15 December 2013 - 06:52 AM, said:

I'm mostly concerned about the Omnimech system. The summoner sits with 8 tons of armor, which is less than an IS hunchback despite being 20 tons heavier just as an example. Both clan light mechs being locked at 100kph or so with speed tweak is another issue

Hopefully PGI will understand this before the clans hit, no amount of weight savings are worth paper thin armour, if it was you would see buck naked atlases all over the place.

Actually the Sommoner/Thor has 9.5 of Clan Ferro Fibrous (equivalent of 11.4 tons or 364 points). Not wall armored, but it is agile and has jets

Now if the Loki/Hellbringer ever gets in there that's the 8 armor one, but it gets ECM.

I'm actually pretty cool with the Omni system theyre describing, it's not OP, but it's got a different flavor. If they could just get ComWarfare working, I'd be all over this.

#69 oldradagast

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Posted 15 December 2013 - 11:50 AM

There are 3 ways this could go:

1) They did the easy thing and made the Clans badly outnumbered when fighting the IS, resulting in an interesting "Boss fight" scenario. If done right, it would be an unique challenge that's in-theme with the lore, and give us effectively 3 overall game modes: IS vs. IS, Clan vs. Clan, and IS vs. Clan. This would let them keep the Clan tech the same and focus on more important things. Oh, and to add Clan roleplaying, just tweak the in-match reward system to better match their code of honor. Done - now get back to UI 2.0, CW, etc.

2) Clan tech is meddled with and ends up completely overpowered and broken (Clan UAC's, LRM's - even with ghost tonnage, etc), resulting in every IS mech being worthless. People quit the game in droves since they aren't interested in basically restarting.

3) Clan tech is meddled with and ends up completely underpowered (locked in armor, engines, etc.), resulting in lots of angry players slowly leaving the game since it is just a confusing cousin to Battletech, but no longer the real thing.

Thus far, some mix of choice 2 and 3 seems to be the plan, unfortunately, and 2 wrongs don't make a right. "Well, 90% of the Clan mechs are useless, but the remaining 10% are better than anything the IS can field in any weight class, so balance is achieved?!"

Edited by oldradagast, 15 December 2013 - 11:53 AM.


#70 Rowanas

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Posted 15 December 2013 - 12:03 PM

I'm worried about how i'm going to afford it. I need to play roughly 267 games at a conservative cbill rate to earn enough to buy one and outfit it, assuming it cost about 15mil per daishi. that's awfully close to 1000 games, or 10,000 minutes, or 166.666 recurring hours, or 6.9444 recurring days of solid play, to master a single ******* mech. **** you, PGI...

#71 Mr 144

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Posted 15 December 2013 - 03:24 PM

View PostGigastrike, on 15 December 2013 - 11:08 AM, said:

It's gonna be a powerhouse puncher one way or the other. I'm hoping that the massive side-torsos and locked-in XL engine will be its downfall.


Why would a Clan XL lockied in be bad? You gotta take out BOTH side torsos to kill it, and that's just a waste. A downfall would be NOT having an XL locked in.





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