Jump to content

Balancing Some Assaults

Balance

No replies to this topic

#1 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 08 December 2014 - 03:27 PM

So, I've noticed some things about assaults that seems just a bit out of whack.

Awesomes:
-100o torso twist range
-7 hardpoints (6 on Pretty Baby)

Victors:
-90o torso twist range
-7 hardpoints (6 on VTR-9K)

Battlemasters:
-80o torso twist range (60 for BLR-1G and BLR-3M, 75 for Hellslinger)
-8 hardpoints (10 for BLR-1G and BLR-3M, 9 for Hellslinger)

Stalkers:
-60o torso twist range (85 for STK-3F, 65 for Misery)
-7 to 10 hardpoints

Highlanders:
-90o torso twist range
-7 hardpoints

Banshees:
-90o torso twist range (110 on La Malinche)
-8 hardpoints (10 on BNC-3S, 6 on La Malinche)

Atlases:
-80o torso twist range (75 on AS7-S and Boar's Head)
-6 to 9 hardpoints



Warhawks:
-90o torso twist range
-up to 9 hardpoints

Direwolves:
-60o torso twist range
-up to 15 hardpoints


***I'm not counting AMS hardpoints


Some of this made sense, the mechs with more hardpoints generally got something as a tradeoff for those hardpoints. On certain chassis, it was worse torso twist range like the BLR-1G and 3M. Those mechs have 10 hardpoints while the others have 8.

Some others make no sense, like the Stalkers. The 3F, 5M, and 5S all have 10, the 3F and 5S have identical hardpoints yet the 3F has 15o greater twist range. Then we have the 3H and 4N with fewer harpoints and less twist range.

Then we've got the Direwolf that can mount up to 15 weapons with the same torso twist range as 15 ton lighter mechs while being able to pack more into them, again it makes no sense. And then we'll be throwing the King Crab into the mix which will be bringing 10 hardpoints to the table with 120o torso twist.



Some of these same discrepancies can be seen in the heavy mech line up as well.

Hellbringer:
-90o torso twist range
-up to 10 hardpoints

Thunderbolt:
-90o torso twist range
-8 hardpoints

Summoner:
-100o torso twist range
-6 hardpoints

Cataphract:
-90o torso twist range
-6 hardpoints

Timberwolf:
-90o torso twist range
-up to 12 hardpoints

Orion
-90o torso twist range
-7 hardpoints



The quirks were a good thing IMO, however, the quirks can't be relegated to just weapon ranges, cooldowns, heat efficiences or buffs to armor/internal structure.

There needs to be buffs to other areas to make other mechs relevant. Look at the Jester, it has JJs so it lost out on some quirks because it can mount TWO jump jets, just enough to do not much of anything.

The quirks didn't really shake up much. We still more or less see the same number of chassis, it's just that the chassis itself changed. Intead of seeing nothing but Embers and JR7-F's, they've been largely replaced by the FS9-A and FS9-H. The most common IS heavy now is the TDR-5SS, which has completely replaced the CTF-3D as the IS meta-heavy. And now for IS assaults, I still don't see many Victors, Highlanders, Battlemasters, Awesomes, or Atlases. It's pretty much Banshee or Bust with the occasional Stalker. About the only thing the quirks did right were mediums, where it's no longer "Shawk or GTFO."

Why take a Jenner-F that has a 30 damage alpha for 24 heat and 270m range, when we can take a Firestarter-H that can do the same alpha for 20.4 heat and 297m range?

I just feel like there is too much thinking in the box.

Also, I've heard we get more quirks on 16DEC?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users