Russ Bullock, on 30 September 2014 - 09:00 AM, said:
I haven't tuned numbers yet but in the case of 1 JJ I would expect slower turning in the air, after all if a 2 JJ TW can spin in the air and brawl as fast as a 5 JJ Summoner that wouldn't be right.
Perhaps expect the Summoner current in air turn rate and it slows from there with less JJ - I am not positive yet
In the end isn't the TW-S still going to be tier 1? won't it still eat an Orion 1v1.
I've killed Madcats left and right with my Orion. Here is the Build:
http://mwo.smurfy-ne...347ac22e603e43c
The sustained DPS is even higher than on some Madcats, it has a pinpoint-weapon and can fire nearly all the time, while having a Std reactor, not suffering from anything beside a total destruction of the CT.
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Let's see how it pans out.
Remember this is the biggest reason I decided to make the other Clan mechs have fixed JJ's rather than removing the Summoner's fixed JJ's.
Its not the mech that is the problem but the game mechanic forcing issues on the balance. Fix the cause, then you fix the issues - not need to nerf a chassis or a whole range of chassis.
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If we do that, it opens up conversations to removing every other aspect of fixed equipment non the clan mechs, and allowing the removing of any more would completely blow up the balance were looking to achieve with IS. The game relies heavily on the Clans being balanced by the fixed equipment on the Clan side.
What about this: Give a mech a maximum amount of loadout-stuff for a certain weapon category and test it how it works. Like
Madcat:
30 LRM tubes in variable configuartion
20 SRM-tubes in variable configuration
5 Light Laser slots (Small/SP/Medium/MP)
or Two Light and two Heavy Laser slots
(LL/LPL/ER-PPC couint as heavy)
Up to 3 small ballistic weapon slots (machine guns)
If you leave out some of those options (like the machine guns) you gain the ability to mount other stuff, like JJ.
With such a balancing category, you effectively limit on what a mech can bring in (both for IS and Clans) and you can give omni-pods a tweak like (+10 missile slots, +1 light energy slot)
The count of the omni-pod is GLOBAL for the mech, meaning, that if you have the LT with one light energy slots but do not equip it there, you could mount it in the LA.
You could also do that for IS mechs. In the end, you can balnce the mechs this way, also hard-capping boatig and get rid of ghot heat with that.
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Okay I can't look at the thread any longer, I need to get back to work on JJ's
Oh btw -
I am considering removing the negative quirks on the S variant now that it has the fixed JJ slots
Just try to change your point of view fom time to time. I have the feeing, you are pretty fixed n a certain point of view for balancing. Drink a tea, imagine funny squirrels, jump 3 times up and down and take another fresh look at the topic. Maybe it helps to balance the stuff without limiting the modability of mech which is the main selling point of this genre.
Edited by Túatha Dé Danann, 30 September 2014 - 09:24 AM.