FupDup, on 19 July 2014 - 06:27 PM, said:
No, it isn't a surprise. The arm's race to bigger and superior robots is a problem inherited from every previous MW game as well as Battletech itself, and PGI's original Role Warfare idea to address this never came through...
Agreed.
Personally, I think a huge problem with weights in general rests almost entirely with armor and frequently fired front loaded damage.
- A bit less firing frequency (shoot less often) on pinpoint damage weapons that are meant to be that way (Gauss Rifle, PPCs).
- Reducing/removing pinpoint damage on IS autocannons (perhaps putting Clan style burst fires on IS, but Clan mechs having their shot count to do x damage increased. More spacing between the individual shots that are part of the trigger pull as well).
- Reducing LRM counts back to 120 per ton.
- Reducing LRM / SRM firing frequency to encourage either chain firing or hit and run (for LRMs lob and move) tactics.
- Increasing heat back to canon values for all large class lasers and type 20 class autocannons (of all varieties) (Consider this: ER Large Laser 12 heat. IS 8 damage, Clan 10 damage. It's currently 8.5 heat, IS 9 damage and Clan 11.25 damage. Why the **** is a 'Nerfed Clan' weapon doing MOAR damage compared to the IS than the TT IS to Clan damage ratio. And why is it colder? Is it any wonder there's so damn many ER Large Lasers going around?)
- Apply a pinpoint-okay but mech movement-controlled reticule bounce drawn from the actual mech cockpit (not the first person model but the third person), requiring skill and timing to make good shots when moving at running speed. This means mechs will slow down for easier precision shots and a player with good timing could effectively use actual player skill as the equivalent of TT's "Gunnery" skill.
- Reduce heat threshold to no higher than 60 though preferably less Maintain threshold to be the same no matter how many heatsinks there are. (This makes single heatsinks viable. At 60, it'd take 1 minute to cool off from overheat to zero. At 30 it'd take 30 seconds. So 30 threshold is simply more preferred).
With changes made above, remove ghost heat.
Now take all engines. If mech starts at 129 kph, it should be faster than mechs that start at 97 (...which is currently NOT true in this game). Revamp accordingly.
Now take stock armor on all mechs and use this as a base to set new maxes. A Raven 3-L is developed as a scout and information warfare tool. However, a Raven 4X is by canon built as a brawling light that can outperform some mediums and heavies. ...Certainly can't be true if all mechs can slap on their current max armors, now is it? In fact because the Raven 4X starts with so much armor the mech's hardpoints are awful.
This leads to another interesting point: The meta mechs are those with great hardpoints that came at sacrifices which no longer apply in this game. The Cataphract 3D for example sacrificed armor. The Cataphract 4X had a huge sacrifice in speed.
Cataphract 4X's sacrifice is complained about on a daily basis. "It's so slow!" Thus it is not meta. What about the Cataphract 3D? Why isn't its sacrifice reflected? Why can its armor go so high? We know why it's meta. Speed + Armor + hardpoints + jumpjets. The armor factor alone would really deter it from being meta (as 65, 60, and some 55 ton mechs have more armor stock).
With a stock-based limit on armor and armor alone... this game would be immensely different.
Now imagine if replacing the skeleton of the mech cost more than 750,000

and took months or wasn't even an option. Imagine if Ferro really was the only weight saving choice you could realistically use. Imagine if the choice between a standard engine and an XL engine really was a choice. Imagine if you had to pay to replace the parts you lost.
Just imagine...how different the game would be. All it would take... Yes, all it would take... is just a little effort on PGI's part. Not convoluted mechanics. Not goofy crap. Just a little bit of effort. Real. Genuine. Effort. A few moments of intelligent thought.
On the armor thought... If a 20 ton mech that at stock has 4 tons of armor is 480 points less than a mech with 19 tons of armor can only put on 4.3 tons of armor, then why is a 35 ton mech whom at stock has 4 tons of armor and is 480 points less than a mech with 19 tons of armor...allowed to put on 7.3 tons? What makes that heavier light mech more entitled when they both had the same armor? It has that limited amount of armor to stash in more weapons and it has those. It also already has the benefit of more structure health; in fact it has almost double the structure health. Does it really need ghost armor too?
What makes that 35 ton mech more special than the 20 ton mech when they both started with the same amount of armor? If two mechs had the same armor, regardless of tonnage, and while one has great speed but limited weapons and the other has good speed but slightly better weapons and jumpjets, you'd still grab that mech with the jumpjets and more weapons. So why does it need ghost armor?
What makes a 65 ton heavy -- whose body is small and lanky because it starts with 6 tons of armor -- entitled to have the same 13.5 tons of armor that another 65 ton mech, whose body is huge and fat to reflect that additional armor? Why should the tiny, skinny mech be allowed to have the same armor as that huge, fat mech, when it started with less than half of it?
If stock armor was a deciding factor in max armor... The choice between Griffin and Kintaro wouldn't be "Same thing, ooo! Jumpjets! Take the Griffin."
The choice would be "Griffin for jumpjets or Kintaro for better armor. The lowest armored Kintaro is equal to the highest armored Griffin, and that Kintaro has slightly better hardpoints. But of course the Griffin can jump. What's more valuable to you?"
It's so simple.. So very simple...
Edited by Koniving, 24 July 2014 - 05:04 PM.