Thanks for the update.. before october even!
Amazing work with balance Russ. These are all very reactive and addresses some key issues at the heart instead of the balance chances we have been used to.
Feedback time!
Clan balance:
I don't really understand the point of loosing heat sinks when a clan side torso is lost from a balance perspective. I mean it doesn't really add much since Once a clan loses its side torso, it loses half its weapons, its not going to need half its heat sinks anyway.
I think a
speed penalty is really the way to go.
Simply loosing half the weapons is not enough of a penalty for the advantage given by the XL engine.
In an IS mech, the advantages of a light XL is offset by the destruction of the ENTIRE mech when one side torso is gone. Nevermind half its weapons.
I think it would be a good idea to meet half way. And give clans the advantage of the XL engine, but only part of the disadvantage; In that the entire mech does not get destroyed, instead it will loose some speed.
IS Variant Balance:
Great work with the quirk system. Giving some variants a weapon proficiency nitch will really help to set them apart.
Besides quirks I think addition of hardpoints to some underused variants will really help allow these mechs to be played at full potential.
One example being the CDA-3C, which has 4B, 1E hard points; same as a spider. No amount of quirks will help this mech, whereas the change up to 2E hardpoints at the RT would really hit the spot and get the mech on par with its chassis peers
Edited by Jin Ma, 29 September 2014 - 03:16 PM.