Helmer, on 14 December 2013 - 02:18 PM, said:
Just a reminder, this is feedback on the
Clan Technology - a design Perspective post. Let's please use this thread on feedback regarding the design ideas contained there and use the other Feedback posts for their intended purposes ( I.E.
Clan Collections - Feedback )
No need to cross the streams.... you never want to cross the streams Egon.
Cheers.
I don't think we can talk about design theory's without taking into account the design choices that are already implamented. Further more, it's even harder to discuss it with missing design features that people have been asking for and that PGI said "was in the works". Things like CW may (and hopefully) will have an impact on mech design. VOIP will have an effect on how players cordinate for snipeing and LRM strikes and spotting. Further more, you released $500 clan mech's and $240 dollar packages while most of these basic features are not implamented. Are you going to seriously pretend that it doesn't have an effect on this discussion? Your asking a community of people that don't think or does not want PGI to last a year on balancing issues that wont happen for a year, after ignoring most of the feed back from prior balancing discussion.
From a designer stand point, with the current ghost heat system, hit detection issues, and 30-40 point sniper meta game, there is no way to make any of the clan tech be balanced in any shape or form with the existing model. So, you wanted feedback here is what i would do:
Current Game Changes:
1) Remove Ghost heat completely (no one likes it, and its unintuitive.
2) Reduce the damage (or increase the armor midigation) by 50% so that all mech's have a flat out 50% buff to survivability. This means Jenner's can't back an atlas in 3 hits, this means snipers are effective, but have to aim, and this means brawling and charging is the main portion of the fight, where targeting matters. This also fixes the alpha strike problem, as your going to need 2-3 alpha's to kill a mech instead of 1, even with boat builds.
3) Fix hit detection. Nothing can be balanced with out hit detection being fixed, else your balancing based on broken mechanics.
Now on to
Clan Mech's.
1) All clan weapon components should have half the hit points. This means 5 hp to that LRM 20. The effect makes the mech less effective when the armor is stripped.
2) I like the idea of keeping the endo and FF crit slots, however make it set once you purchase Endo or FF, so that if you want to change them around, you have to rebuy FF and Endo.
3) Keep it so that clan's can swap arms and legs, however, offer a C-bill refitting cost.
4) Keep the ability to swap engines, however keep the max speed relativly low. For instance a Vulture goes 86.4 kph with an XL 300, all Vultures (mad dog) should max out at around that speed.
Clan Weapons:
1) All clan weapons should be available to IS mech's.
2) Clan ER lasers should have a longer duration per blast (25% so 1.25 for large lasers)
3) Clan Lasers should start their recycle time after the laser blast is finished (giving them a slower fire rate then normal lasers)
3) All Clan UAC's should have multiple rounds fired (UAC/20 is 20 shots, like a machine gun)
4) SSRM's should take a longer time to lock on based on size (SSRM 6's should take twice as long as SSRM 2's) This makes them less light killers, adds skill, and forces heavy SSRM builds to bring BAP and TAG's,
5) Make Clan LRM's fire in quick sucession. IE: LRM 20 takes 1 second to fire it's full load. this means close range mech's can simply avoid the majority of the damage by moving, and AMS will make regular LRM's highly desireable.
6) Make Clan LRM's highly inaccurate at close range, and no lock on till 90 meters.
Clan Engines:
1) Reduce clan engines internal hp by 1/3
2) Give clan engines basic heat sink multipliers (1.0 per internal and 1.5 for internal double heat sink)
3) Allow clan engines to be able to be outfited on any mech.
This would make mediums more viable, give clans their own flavor and options, without over powering the IS counter parts, as well as add more customization to the game. The design idea is that clan is more spread damage, but better weight/crit/etc. This keeps with the battle tech idea that Clan Mech's are for more skilled pilots, as they can have more powerful weapons equiped, however, thy have to be a good pilot to put them into use.
This will mean mech's like the jenner can fit 2 clan LLAS and 4 clan MLas for a large damage boost, however this will not be a huge boost in DPS and will be a huge downgrade if the jenner can't keep the laser on target. Shooting an ER LLAS at range would spread so much that it really would only work on a mech that stands still. With double the armor, even 4 LLAS would give a locust time to spread the damage and move instead of instantly being killed.
Edited by Shade4x, 15 December 2013 - 06:02 AM.