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Ultimate Mech Discussion Thread

BattleMech Balance

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#8321 Steinar Bergstol

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Posted 16 June 2014 - 03:44 AM

View PostBishop Steiner, on 31 May 2014 - 06:55 PM, said:

Well, off topic, but as a way to try to break my recent artists block, though I would revisit that most controversial of issues.....
the reseen Marauder.

I've always contended that the basic design actually was not bad, just poorly executed, and actually made a lot more sense than the Unseen Macross version.

Not a way to make friends and influence people, at least if they are classic Macross or old timey Btech fans.

Well, simple fact, we will NEVER see the Unseen in Btech again. Some of us still want the mech regardless. So, instead of the multiple attempts to reinvent the wheel, I thought I would just redesign the ReSeen some and get some input.

one mostly true to the P-PHX TRO (save for repositioning the AC back to it's proper dorsal position)
Posted Image
and one with styling cues taken from the original unseen and novel descriptions.
Posted Image

Thoughts?


Haven't been keeping up with this thread lately, so forgive the late response, but yeah. The second one is definitely my favourite. I'd pilot that Marauder no problem. Looking at these two next to eachother I think you've managed to make it clear to me what it is I don't like about the Reseen Marauder. It's the cockpit. That's what ruins it for me. The way you did the second image brings it back to what a Marauder should be in my mind.

#8322 Odanan

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Posted 16 June 2014 - 07:40 AM

OK, so what about your the Clan impressions? I really liked the Timber Wolf. It's fast, tough and dangerous as it should be.

I'm kind of worried about the balance with the IS mechs, tough.

(Dire Wolf looks really overpower. I hate to say that, but there should be some kind of ghost heat for multiple ballistics)

PS: wouldn't IS Head Sinks deserve a boost to make things more balanced?

EDIT: and another idea: don't allow Artillery and Air-Strike for Clan mechs.

Edited by Odanan, 16 June 2014 - 07:44 AM.


#8323 SgtMagor

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Posted 16 June 2014 - 07:45 AM

Dire Wolf in the same boat as the Atlas big fat target, without a wing man or team help.

#8324 CDLord HHGD

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Posted 16 June 2014 - 09:25 AM

View PostShadowbaneX, on 14 June 2014 - 10:53 AM, said:



Miracles cannot help the Hoplite. Nothing can help the Hoplite. I mean, just look at it. That's a face not even a mother can love.

And this is?

#8325 Onmyoudo

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Posted 16 June 2014 - 09:26 AM

View PostOdanan, on 16 June 2014 - 07:40 AM, said:

(Dire Wolf looks really overpower. I hate to say that, but there should be some kind of ghost heat for multiple ballistics)


There is, at least as of the second PTS test. Really though, that might just push more people towards PPCs... again.

#8326 CDLord HHGD

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Posted 16 June 2014 - 10:33 AM

View PostSgtMagor, on 16 June 2014 - 07:45 AM, said:

Dire Wolf in the same boat as the Atlas big fat target, without a wing man or team help.

One of my buddies and I ran a test, my DDC vs his DW build (and his TBR build). Now, I'm a decent pilot. I don't succumb to the meta, most my builds are mixed loadouts designed to send damage at any range. I do pretty well I think. Against his DW I got my A$$ kicked! I really hope PGI implements a mechanic for balancing this (in TT it was 10 v 12 (binary v company)).

#8327 Cimarb

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Posted 16 June 2014 - 10:41 AM

View PostOdanan, on 16 June 2014 - 07:40 AM, said:

OK, so what about your the Clan impressions? I really liked the Timber Wolf. It's fast, tough and dangerous as it should be.

I'm kind of worried about the balance with the IS mechs, tough.

(Dire Wolf looks really overpower. I hate to say that, but there should be some kind of ghost heat for multiple ballistics)

PS: wouldn't IS Head Sinks deserve a boost to make things more balanced?

EDIT: and another idea: don't allow Artillery and Air-Strike for Clan mechs.

The Dire Wolf is a 100-ton Banshee. It can pack a lot of firepower, but is insanely slow and very easy to flank.

They fixed the ghost heat on clan ballistics. More than 3 of any (or 1 20) causes ghost heat as of the second test, as Onmyoudo said.

The Timber Wolf is a very good, balanced mech, so I do worry that it will be nerfed, but it isn't needed. I can tell you first hand that it dies just as easily as any other 75-tonner, from both sides of the barrel.

I still think CC should be required for air/arty strikes. That would limit the number IS used, as well as prevent Clanners from using them, so it's a win-win.

IS heat sinks don't need a boost, but the whole heat system SHOULD be fixed by implementing heat scale penalties (such as ammo explosions, reduced actuator function, heat haze in cockpit and engine crits, just like in TT).

#8328 Tombstoner

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Posted 16 June 2014 - 10:45 AM

View PostSteinar Bergstol, on 16 June 2014 - 03:44 AM, said:


Haven't been keeping up with this thread lately, so forgive the late response, but yeah. The second one is definitely my favourite. I'd pilot that Marauder no problem. Looking at these two next to eachother I think you've managed to make it clear to me what it is I don't like about the Reseen Marauder. It's the cockpit. That's what ruins it for me. The way you did the second image brings it back to what a Marauder should be in my mind.

That is the crux of the issue. How to make something iconic without being sued. at first glance its very marauder ish and problematic. the clan version in sarna is not hence it's existence.

#8329 CDLord HHGD

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Posted 16 June 2014 - 11:23 AM

View PostTombstoner, on 16 June 2014 - 10:45 AM, said:

That is the crux of the issue. How to make something iconic without being sued. at first glance its very marauder ish and problematic. the clan version in sarna is not hence it's existence.

I built a Marauder out of the Timber Wolf... Sure, it's not named Marauder, but you can change that... :). A TBR without the ears is a drastic profile change.... Who cares where the autocannon is so long as it's the RT Torso.

#8330 Cimarb

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Posted 16 June 2014 - 12:23 PM

View Postcdlord, on 16 June 2014 - 11:23 AM, said:

I built a Marauder out of the Timber Wolf... Sure, it's not named Marauder, but you can change that... :). A TBR without the ears is a drastic profile change.... Who cares where the autocannon is so long as it's the RT Torso.

I was going to do the same thing, but the low, small ballistic on the side of the cockpit was very saddening and I just couldn't do it. The shoulders also still look pretty sad, but that could have been ignored if a nice, big ballistic barrel was jutting out of it!

#8331 FireSlade

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Posted 16 June 2014 - 01:18 PM

View PostOdanan, on 16 June 2014 - 07:40 AM, said:

OK, so what about your the Clan impressions? I really liked the Timber Wolf. It's fast, tough and dangerous as it should be.

I'm kind of worried about the balance with the IS mechs, tough.

(Dire Wolf looks really overpower. I hate to say that, but there should be some kind of ghost heat for multiple ballistics)

PS: wouldn't IS Head Sinks deserve a boost to make things more balanced?

EDIT: and another idea: don't allow Artillery and Air-Strike for Clan mechs.

View Postcdlord, on 16 June 2014 - 10:33 AM, said:

One of my buddies and I ran a test, my DDC vs his DW build (and his TBR build). Now, I'm a decent pilot. I don't succumb to the meta, most my builds are mixed loadouts designed to send damage at any range. I do pretty well I think. Against his DW I got my A$$ kicked! I really hope PGI implements a mechanic for balancing this (in TT it was 10 v 12 (binary v company)).

The best counter to the Dire Wolf is speed; use any mech below the assault class and you can outrun/keep behind it. The only other thing that I can see to balance ballistic weapons is to use recoil, which would punish low heat/high impulse weapon boating. But Paul seems to think that ghost heat will fix all, even though ballistic weapon generate low heat and can be boated with 2 PPCs, so we are unlikely to see any balance fix in that direction. Seems to me that part of why the Clans seem so balance is that just about all of their weapons do not do pinpoint damage and would make a good solution to balancing the IS. Alas PGI will never admit that pinpoint damage is an issue and will instead slap on ghost heat bandages, and DPS/damage/movement nerfs on offending, even non offending (Victor), mechs/weapons.

As for heat, the few extra DHS on Clan mechs seem to make a big difference over IS mechs so cooling was never an issue for me even with CERPPCs.

#8332 Bishop Steiner

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Posted 16 June 2014 - 01:36 PM

View PostOdanan, on 16 June 2014 - 07:40 AM, said:

OK, so what about your the Clan impressions? I really liked the Timber Wolf. It's fast, tough and dangerous as it should be.

I'm kind of worried about the balance with the IS mechs, tough.

(Dire Wolf looks really overpower. I hate to say that, but there should be some kind of ghost heat for multiple ballistics)

PS: wouldn't IS Head Sinks deserve a boost to make things more balanced?

EDIT: and another idea: don't allow Artillery and Air-Strike for Clan mechs.

Dire Wolf is OP..... as long as you are right in front of it. The thing is about as clumsy as a Banshee or Stalker....and can't increase the engine to improve that. It will, however be more OP, once the idiots at PGI follow through and remove the FLD facet from the IS Autocannons, forcing IS mechs into staring matches with mechs carrying more firepower, for less weight, than the IS Mechs can.

Timberwolf.... can't remember seeing one without S Side Torsos. To any reasonable person, that would imply a balance issue right there. As as a Summoner lover, I can freely admit, while the Summoner is viable, after running the Twolf S last night, it is totally, and completely outclassed by the TWolf. I hear people talk about the CT of the Twolf being a bullet magnet. Well, every match I died in my Summoner was by CT coring, matches I lived, I usually had a cherry red CT (even packing PPCs so I could twist away from shots), while I literally never had my CT cored on my Timberwolf. So reports of the CT being an issue appear greatly exaggerated.

Stormcrow: Never was too impressed with it as a brawler, but using it as a more traditional, all purpose medium range mech, it really shined for me. Most effective set up was also the most basic...2 LRM15, 4 ERMlaser.

Nova: Definitely a sleeper hit. The JJs, especially combined with the 4 MGs of the S torsos, allow for some very effective brawling in spite of the low mass allocated to weaponry. The changes to Clan GH might force me to drop the 8 ERSlasers though, from my preferred build (2 er large, 4 MG, 8 er small). Further testing will be needed.

Warhawk: Had a lot of trouble getting a feel for this one. Seems everytime I tried it, I got the "special" team, and we got roflstomped. When i did get to actually be in a match that lasted more that 3 minutes, I preferred it to my Dire Wolf, because of the notable superior mobility. Needs some heat quirks and such to separate it from the Twolf though. Also, should be the one Clan Mech to break canon maybe and be allowed lower arm actuators with PPCs, but that is more my bias than anything. Be curious when Targeting Comps are active, how it works, but as long as TCs are available to everyone, don't really see it being any huge advantage on it's own.

Summoner: I loved it overall...until I drove the T Wolf. Reasons why are listed above, in the T Wolf summary.

Clan Lights....enjoyed them both.... as long as I didn't try to drive them like IS Lights.

Also I fully embrace the no Arty &Air consumables, idea. Clan in general found artillery to be cowardly, should be reflected in their consumables.

Edited by Bishop Steiner, 16 June 2014 - 01:38 PM.


#8333 ShadowbaneX

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Posted 16 June 2014 - 04:21 PM

View Postcdlord, on 16 June 2014 - 09:25 AM, said:

And this is?


Hideous. I'm not saying that Alex's version of the Hoplite would be worse, it would be an improvement...it'd still be fugly though.

#8334 CDLord HHGD

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Posted 17 June 2014 - 05:09 AM

MERRY PATCHMAS!!!! :lol: :D

#8335 Odanan

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Posted 17 June 2014 - 08:49 AM

To PGI:

Please add the following omnimech configuration:

Warhawk F
LA 4x Medium Pulse Lasers
LT 2x Jump Jets
CT 1x SSRM-6
RT 2x Jump Jets, Targeting Computer
RA 2x SSRM-6, 1x PPC

Now that would really boost the Warhawk/Masakari (and sell you more Collection upgrades)

EDIT: or at least give the right arm as omnipod.

Edited by Odanan, 17 June 2014 - 10:35 AM.


#8336 FireSlade

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Posted 17 June 2014 - 08:57 AM

I'm still hoping for the Diana Pryde Hero Warhawk :D

#8337 Cimarb

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Posted 17 June 2014 - 10:22 AM

View PostOdanan, on 17 June 2014 - 08:49 AM, said:

To PGI:

Please add the following omnimech configuration:

Warhawk F
LA 4x Medium Pulse Lasers
LT 2x Jump Jets
CT 1x SSRM-6
RT 2x Jump Jets, Target Computer
RA 2x SSRM-6, 1x PPC

Now that would really boost the Warhawk/Masakari (and sell you more Collection upgrades)

EDIT: or at least give the right arm as omnipod.

That RA would complete my LRM/SRM boats, so I approve!

#8338 Odanan

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Posted 17 June 2014 - 10:36 AM

The Clan logos are fixed!! Hey!

#8339 SgtMagor

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Posted 18 June 2014 - 06:18 AM

congrats on the Clan launch, but its time to start thinking about the next IS mechs.
1-Thug
2-Zeus
3-Cyclops
4-Grasshopper
5-Venom ( I want a mech that can jump almost twice as far as a Spider )Posted Image

#8340 Odanan

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Posted 18 June 2014 - 06:54 AM

View PostSgtMagor, on 18 June 2014 - 06:18 AM, said:

congrats on the Clan launch, but its time to start thinking about the next IS mechs.
1-Thug
2-Zeus
3-Cyclops
4-Grasshopper
5-Venom ( I want a mech that can jump almost twice as far as a Spider )

That's a very sexy Thug!

BTW: Venom will probably not make it to the game, because of lack of variants. (PGI can compensate that with a similar hero Spider).





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