It doesnt need to be this painful. for any of us. here are some ideas to balance the game that dont involve making a new one, or throwing out everything except the name..
WEAPONS:
PROBLEM - big guns kill things (especially medium and heavy things) very fast, especially when you have a lot of them.
SOLUTION #1 - make mechs fit less big guns - add in size catagories in addition to the current hardpoint system, so that small hardpoints only have small weapons, medium hardpoints only have small or medium weapons, and large hardpoints can hold anything.
ex. 1 Large Energy hardpoint would be equivilent to the current 1 Energy hardpoint.
-by making this change, you reduce the number of LLas, PPC, AC10, AC20, Gauss weapons capible for being fielded from a single mech.
this is also more in line with battletech cannon as, well, most InnerSphere mechs had very few hardpoints, let alone large weapons.
SOLUTION #2 - smaller heatscale, better dissapation. you cant alpha 6 weapons generating 10 heat each if your meter only goes to 30.
SOLUTION #3 - decaying accuracy. the more you move, the more your accuracy is disrupted. this was the critical principal behind battletech that kept people from simply focusing CT with every shot from every weapon.
-accuracy decays to say [90%] based on your throttle setting = [1%] decay (inaccuracy) per 10% throttle. this means that light mechs wont be able to snipe locations at speed, but it also means that while moving 100kph out of 160kph max throttle, means it would be MORE accurate than an assault moving 40kph out of a max of 65kph.
-this plus being small would make them hard to kill, and things that dont move are great targets for LRMs.
-increase the amount of ammo for each direct fire weapon by 20%.
MECHS
PROBLEM - Clan Omni's vs. the InnerSphere and the 'mech builder approch'
SOLUTION #1 - currently the only thing on InnerSphere mechs that restricts you as to what you can do are the Hardpoints, Max Engine Size, Jump Jets, and ECM. Keep that, add sizes to the current hard points (see above: Weapons Solution #1), and add a new 'Omni' hardpoint type availible (currently) only to SOME Clan mechs (not all Clan mechs are Omni's).
SOLUTION #2 - Only InnerSphere mechs get 'Quirks'. use the Quirks system to buff these mechs so that they are a bit more inline power wise with Clan mechs
ex. Quirk: Swimmer: when in deep water this mech's engine heastsinks are doubled in effectiveness.
ex. Quirk: Large Heat Vents: extra cooling from maps is doubled in effectiveness for extra heatsinks in this mechs side torsos.
ex. Quirk: Efficient Loaders: all ammo locations hold 10% more ammo, and all ammo based weapons increase their RoF by 5%.
SOLUTION #3 - Pilot Skill Tree could be used to HEAVILY define InnerSphere mechs as more heat efficient/durable and the Clan tree could be more about consumables, better sensors, better vision (range of low light vision and heat vision increased up to 30%), ect..
MATCHMAKING
PROBLEM - Clan is too overpowered compaired to InnerSphere Mechs. Clan mechs carry more weapons per mech 1v1.
SOLUTION #1 - Drop unbalanced teams. few Clan mechs vs many IS mechs. Use a player's ELO as a percentage of the Average ELO for all players and multiply that by the battlevalue of the mech they are using - new battlevalues would be needed to reflect all MW:O mechs and equipment and could be refined easily over time.
-this allows you to drop balanced ELO teams using Clan or IS tech but unequal numbers of players.. Clans pack more weapons onto 1 mech, InnerSphere brings more mechs.
SOLUTION #2 - for 12v12 matches, drop Clan vs Clan and IS vs IS. (this is honestly the way it should be for like the next few years according to cannon.)
Edited by Phantomime, 23 December 2013 - 07:25 PM.