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Light And Medium Mech Thoughts


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#1 Ryche

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Posted 15 August 2014 - 12:38 PM

I think that an easy way to help bring light and medium mechs into balance and help balance the firepower heavier mechs have would be to decrease the tonnage required for armor points an up their armor values.

No before you jump in and say no based on physics and such:
1. This is a game and gameplay should come first.
2. 1 inch of ceramic alloy over the volume of a spider versus an atlas being exactly the same tonnage makes zero real world sense as well.

It may be TT cannon but this would be a way to help lighter mechs not get chewed up as quickly by heavier mech and give them more of a fighting chance instead of relying on only piloting skill and gunnery failure of those shooting at them.

Also it should be easier to implement and could in theory be modified on a mech by mech basis so a weaker chassis could have more armor for less tonnage.

Your thoughts?

Edited by Ryche, 15 August 2014 - 12:40 PM.


#2 Angel of Annihilation

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Posted 15 August 2014 - 12:39 PM

NO.

#3 dario03

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Posted 15 August 2014 - 02:24 PM

Maybe to the armor per ton but just a little (and we kind of already have that since you can run Endo and FF on a lot of light builds). And maybe more armor to legs for lights but really I think lowering light's fall damage multiplier would be better and should be done.
Other option is to slow down the turn and twist rate of heavier mechs. But I'm sure a lot of people wouldn't like that.

#4 Bigbacon

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Posted 15 August 2014 - 02:34 PM

light would have a better fighting chance if they didn't lose a ton of leg armor at the start of each round when your entire team just tries to run you over....some maps are particularly bad for this (like forest colony)

#5 Clit Beastwood

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Posted 15 August 2014 - 02:44 PM

View PostRyche, on 15 August 2014 - 12:38 PM, said:

I think that an easy way to help bring light and medium mechs into balance and help balance the firepower heavier mechs have would be to decrease the tonnage required for armor points an up their armor values.

No before you jump in and say no based on physics and such:
1. This is a game and gameplay should come first.
2. 1 inch of ceramic alloy over the volume of a spider versus an atlas being exactly the same tonnage makes zero real world sense as well.

It may be TT cannon but this would be a way to help lighter mechs not get chewed up as quickly by heavier mech and give them more of a fighting chance instead of relying on only piloting skill and gunnery failure of those shooting at them.

Also it should be easier to implement and could in theory be modified on a mech by mech basis so a weaker chassis could have more armor for less tonnage.

Your thoughts?


Lights are least popular due to the skill threshold - it's simply easier to do well in heavier, better armed mechs *due to the reward structure we currently have*. There are plenty of light pilots whom do not have issues scoring well, but in general it's "harder", which limits the number of players willing to get out there and try it. Maybe boost cbill rewards for lights, etc., like a % of total multiplier per-class, heavier mech = lower % - money, as always, is an excellent motivator. In this case, a motivator to "do more with less". The percentages are just for illustrative purposes - though I think they seem pretty fair. I'm primarily a light pilot, so I want to avoid being self-serving :rolleyes:

Assaults 0%
Win (25000) = 25000
5 components (2500) = 12500
2 kills (5000) = 10000
3 assists (7500) = 22500
2 spotting assists (2500) = 5000
1 TAG assist (2500) = 2500
1 Savior kill (7500) = 7500
Total: 80500

Heavies 1%
Win (25000) = 25000
5 components (2500) = 12500
2 kills (5000) = 10000
3 assists (7500) = 22500
2 spotting assists (2500) = 5000
1 TAG assist (2500) = 2500
1 Savior kill (7500) = 7500
Heavy bonus 1% [80500*.01] = 805
Total: 81305

Mediums 4%
Win (25000) = 25000
5 components (2500) = 12500
2 kills (5000) = 10000
3 assists (7500) = 22500
2 spotting assists (2500) = 5000
1 TAG assist (2500) = 2500
1 Savior kill (7500) = 7500
Medium bonus 4% [80500*.04]= 3220
Total: 83720

Lights 8%
Win (25000) = 25000
5 components (2500) = 12500
2 kills (5000) = 10000
3 assists (7500) = 22500
2 spotting assists (2500) = 5000
1 TAG assist (2500) = 2500
1 Savior kill (7500) = 7500
Light bonus 8% [80500*.08]= 6440
Total: 86940

Based the earnings on this list I found in another thread: (http://mwomercs.com/...35#entry3014235)
Win/Loss/Tie = 25,000
Team Kill = -10,000 * how many teammates you have killed
Component Destroyed = 2,500 * how many components you have destroyed
Enemy Kill = 5,000 * how many enemies you have killed
Enemy Kill Assist =7,500 * how many kill assists you got in the match
Spotting Assist = 2,500 * how many spotting assists you got in the match
TAG/Narc Assist = 2,500 * how many TAG/Narc assists you got in the game
Damage Done = 25 * how much damage you did in the match
Savior Kill = 7,500 * each criticaly wounded teammate that enemy attacked within the last 10 seconds.
Defensive Kill = 7,500 * each enemy killed that is currently capping a base

Edited by Fierostetz, 15 August 2014 - 02:58 PM.


#6 ApolloKaras

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Posted 15 August 2014 - 03:00 PM

I'm in line with many other players suggesting all they really need is a turn rate/agility boost.

#7 Clit Beastwood

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Posted 15 August 2014 - 03:11 PM

View PostSaxie, on 15 August 2014 - 03:00 PM, said:

I'm in line with many other players suggesting all they really need is a turn rate/agility boost.


That... and additional ballroom



#8 CocoaJin

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Posted 15 August 2014 - 03:20 PM

Leave it alone...

#9 TB Freelancer

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Posted 15 August 2014 - 03:43 PM

View PostBigbacon, on 15 August 2014 - 02:34 PM, said:

light would have a better fighting chance if they didn't lose a ton of leg armor at the start of each round when your entire team just tries to run you over....some maps are particularly bad for this (like forest colony)


Broken reward system. Does little to encourage team play, even less to discourage TKs (10k is a joke) and absolutely nothing for team damage.

#10 Asmudius Heng

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Posted 15 August 2014 - 05:16 PM

Give armour quirks to mediums that are too big or have too pronounced areas for a start since they will not rescale the models.

Agility buffs would be helpful too

But too many other factors like scoring and game modes and roles are the big issue.

Multiple objectives that are optional and ia tanks and infantry etc for the mediums to hunt down and capture will also help but that's just wishing hopefully ....





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