Split bonuses is good, and what was described originally.
Each mech getting 2 Bonuses per level of Tier at *2.5 the Tier works out pretty nicely tbh.
Now, if that translated into the ECM/JJ thing of removing 1 quirk, so that say, the Jester at Tier 3 would have 6, reduced by 1 for JJ to 5, that'd be better too. (It'll probably be still 2(4), but we can dream)
technopredator, on 20 October 2014 - 10:48 PM, said:
Well I think the efficiency of the weapons are increasing while the armor stays the same, I made a suggestion for armor points to increase but wasn't even read by the mods/admins of this forum, and some people that are knowledgeable of Battletech has told me that no IS nor Clan weapons fire the damage they do on MWO, was a lot less and it should specially with the clan weapons, that are ridiculous overpowered and the reason I almost don't play this game anymore, tire to lose 12-0 several times in a raw by Timerwolfs, Direwolfs and StormCrows, the number of weapons is 2x of IS 'mechs and their firepower higher,
so this makes a c-'mech potentially 2-4x a IS 'mech, stupidly unfair and really short battles, so keep the unbalance and bringing more firepower with new 'mechs and weapons and you'll see the players playing this unbalanced game way down, myself included.
MWO armour (and I believe internal structure) values are
doubled from Tabletop values.
TT is also an abstraction where a weapon can only fire once every 10 seconds (turn).
Logically, using MWOs base stats this should mean a weapon does twice the damage it would a turn, every 10 seconds in game. ('m not sure how the numbers work out, but it probably doesn't - maybe I'll go check)