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I want to ensure you that we will still allow the Clans to have their unique flavor without any type of knee-jerk, heavy handed nerfing.
Flavour is great, OP is not. Feel free to change the rules as much as you feel necessary to make the game balanced. The creators of Battletech feel that the clans were a mistake, from what I’ve read, so **** ‘em. BALANCE is everything.
Weapons.
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Increase the beam duration of the laser to spread damage over more time.
I think I would be happy for clan lasers to be introduced into the game without any change whatsoever if you were to DOUBLE the beam duration… I think that this will be the single most important mechanic you can change to balance the new flavour. – You’ll test this I’m sure J
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Let’s look at the Streak SRM/6. Yes, we all knew they were coming, and yes, the potential is deadly but let’s take a step back and see what can happen with current mechanics.
This is where your early proposals of balance fall short of reassuring me.
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Allow only 2 projectiles to leave the launcher at any given time. SSRM-4 will fire 2 volleys of 2 missiles. SRM-6 will fire 3 volleys of 2 missiles. This will stagger the incoming missiles allowing AMS to take down more if the targeted Mech has AMS.
Increase the cooldown period of refire on the larger launchers and allow the above staggered shots to happen during this time.
What you propose will simply allow me a massive array of chain firing Streaks.
What you haven’t suggested, but maybe you have considered, is the delay between shots. I think the delay between shots needs to be significant. Really massively long. Maybe a second.
Remove that second thing about allowing shots to happen during cooldown. You get your 4x SSRM8 mech, fire 8 SSRMs, then 8 more, then 8 more, then 8 more with a second between each volley – then you wait 6 seconds for reload.
Please start with these weapons nerfed to absolute oblivion and then work your way up. You’ve shown with other items (ECM, seismic, etc) a tendency to start OP and then scale back. The only item I can think of that didn’t start OP was the enhanced zoom, which I now think is as it should be.
Also contemplate my above example what would happen with 2 mouse button chain firing… 2 missiles every 0.25 seconds for a very long time.
LRMs is where I begin to have serious doubts over your thought process…
You compare the LRM-20 and Clan LRM-20. You say that you will increase the min range to 100m and the weight to 7.
You offer NO other changes… you are aware that this weapon system is still 3 tons lighter and has a better minimum range?
How about making the Clan LRM-20 have a minimum range of 100m, then scaled damage up to 180m as you say. I like that. But make the weight 15 tons. Make the target acquisition time 2x longer. Make the target loss 2x faster. Make the crit slots 10. Make the heat 10. Seriously please nerf the utter [redacted] out of this right off the bat. Your vague suggestions go nowhere near far enough.
Clan BattleMechs and How They’ll Be Built/Customized
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For example, let’s say that you purchase the imaginary OmniMech, the Irate Tapir. You decide to purchase the B configuration because its default loadout fits with your play style.
**** lore. Make this mech. The Irate Tapir should be a 75 ton mech with 10 ballistic hardpoints (arranged so as to make boating machines possible. All 10 in the centre torso, head, and arms. Thus preventing negation of Ilya (although if you were to make a non MC mech that could use LBX-30 I’d be very happy). It should be highly mobile.
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I don’t really understand what is limiting about your Clan mech loadouts.
From what you’re suggesting, I could take the phract 1x and stick the arms from the 4x on – then I’d have a non-MC mech that could boat LBX-30 (which is all I really want). Your suggestions for limitations don’t seem that limiting.
Unless you’ll do competitions on the forums to make leet mech designs, which you could then prevent being built by requiring a heavy engine (but this could be gotten around with XL)…
I think forcing all clan mechs to use ferro fibrous armour in its current state of design would be effective as a control mechanism. Almost no builds use FF, so it would be wonderfully preventative if it was obligatory for clams.
Can you not offer a wide array of weapon pods (large laser with srm6, ac20 on its’ own, 3x srm4, 2x ac5) and rather than allowing swapping of arms and then positioning of any weapon say you can only use these preset weapon mixtures.
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This could mean that your choice of which configuration’s part you use in each location could change how your Mech plays.
That sounds cool. Whack the wrong arms on and get limited torso twist. Have a more diverse array of ‘quirks’ both good and bad, and then stack all the negative quirks from chassis parts used and only keep the positive quirks from the base mech, as limited by the new negatives.
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We are being very careful
Be more careful. Be as careful as if you were walking tightrope over a valley of ravenous smurfs.