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Ultimate Mech Discussion Thread

BattleMech Balance

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#1681 Odanan

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Posted 18 January 2013 - 09:08 AM

View PostAdridos, on 18 January 2013 - 08:42 AM, said:


Hero mechs are simple variants. The more they differ from the normal mech's capabilities, the closer they are to the P2W point, which noone wants to get.


So, you do consider the Ilya Muromets P2W, right?

If the combat system and weapons/equipment are proper balanced, there is no way of having OP mechs or variants.** Therefor, you could make any hero variant and the game wouldn't be P2W.

** That's kind of the objective of Battletech when it gave us rules to build our own mechs (unfortunately, they never balanced the weapons well, being the Autocannons weak and the Medium Lasers OP, for instance).

PS: Of course, that exclude the clan weapons and equipment, which will always be better than the IS ones (don't try to balance them like MW4 did!).

And, for God's sake, how adding one ballistic hardpoint to the Awesome (at the expenses of, lets say, 2 energy ones) would be P2W?

#1682 Der BruzZzler von Wiesndoof

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Posted 18 January 2013 - 09:08 AM

View PostOdanan, on 18 January 2013 - 07:52 AM, said:

Vulture, Loki, Thor and Mad Cat ...


Never heard of these Mechs! :P

#1683 3rdworld

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Posted 18 January 2013 - 09:09 AM

View PostThe Birdeater, on 18 January 2013 - 09:08 AM, said:


Never heard of these Mechs! :P


funny for someone from the Kerensky Cluster

#1684 Warlune

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Posted 18 January 2013 - 10:10 AM

MAULER!!!!!

One can only hope!

Also I'd love to see the Kodiak and the Stone Rhino, but I know thats not going to happen seeing as we have the Atlas and we're almost definitely going to have the Daishi at the 100 ton slots.

#1685 Adridos

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Posted 18 January 2013 - 11:25 AM

View PostOdanan, on 18 January 2013 - 09:08 AM, said:

And, for God's sake, how adding one ballistic hardpoint to the Awesome (at the expenses of, lets say, 2 energy ones) would be P2W?


How would adding 2 useless MG slots into those tiny Ctapault K2 torsos change anything?

I personally don't view Ilya as OP, or P2W, but in the broader terms, it's the best mech for UAC/5 use in the game, which is something people who don't pay can't access and baring in mind balance is never perfect, you could run into a bad situation.

#1686 Lightfoot

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Posted 18 January 2013 - 01:48 PM

View PostAdridos, on 18 January 2013 - 11:25 AM, said:


How would adding 2 useless MG slots into those tiny Ctapault K2 torsos change anything?

I personally don't view Ilya as OP, or P2W, but in the broader terms, it's the best mech for UAC/5 use in the game, which is something people who don't pay can't access and baring in mind balance is never perfect, you could run into a bad situation.


When they removed DHS 2.0 from MWO they made Ballistics the god-power and the Awesome a medium mech, unable to mount 3xERPPC, ERLs, the very hot weapons it was supposed to run, so in all fairness all the Awesomes should get a Ballistic hardpoint. A hero Awesome should get two.

The best Cataphract is the 2X if you have the skill for three weapon types, you may have another favorite, but for max DPS it's the 2X. Mine is at 56, but could go higher. The Muromets is nice though. Certainly not P2W though.

#1687 Sarda

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Posted 18 January 2013 - 07:57 PM

http://www.sarna.net/wiki/Kraken should be the first announced Clan mech, Bane 3 Variant with 8 lrm-15s, can you feel the forum tears :)

#1688 Scrawny Cowboy

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Posted 18 January 2013 - 08:16 PM

Not to bring up the whole "Stalker vs Awesome" debate but the Awesome was given the short end of the stick in comparison by hardpoints alone.

I SAY GIVE THE AWESOME A DOSE OF AWESOME!
  • Increase engine rating cap
  • A couple more energy hardpoints (8V could use another in that right arm!)
  • Dual AMS here and there
  • ECM (dah lady needs an umbrella)


#1689 Strum Wealh

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Posted 19 January 2013 - 12:07 AM

View PostB3RZ3RK3R, on 18 January 2013 - 08:16 PM, said:

Not to bring up the whole "Stalker vs Awesome" debate but the Awesome was given the short end of the stick in comparison by hardpoints alone.

I SAY GIVE THE AWESOME A DOSE OF AWESOME!
  • Increase engine rating cap
  • A couple more energy hardpoints (8V could use another in that right arm!)
  • Dual AMS here and there
  • ECM (dah lady needs an umbrella)

As it happens, the -9Ma fits (or can be made to fit) three of the four points. :)
-- Give it two AMS hardpoints, but don't initially put the AMS in them (as the 'Mech doesn't normally mount them).
-- The SLas was moved to the left arm, so it has energy hardpoints in each arm and each side-torso.
-- it mounts an ECM suite and a Command Console and Communications Equipment.

#1690 Kyryos

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Posted 19 January 2013 - 12:21 AM

I want a heroic Highlander, I missed out on the founder's mechs and I'd like to get a Hero mech now, preferably an assault.

#1691 LaserAngel

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Posted 19 January 2013 - 08:06 AM

View PostStrum Wealh, on 19 January 2013 - 12:07 AM, said:

As it happens, the -9Ma fits (or can be made to fit) three of the four points. ;) -- Give it two AMS hardpoints, but don't initially put the AMS in them (as the 'Mech doesn't normally mount them). -- The SLas was moved to the left arm, so it has energy hardpoints in each arm and each side-torso. -- it mounts an ECM suite and a Command Console and Communications Equipment.
All of my MC for the Awesome 9Ma. I want my Command Awesome.

#1692 Scrawny Cowboy

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Posted 20 January 2013 - 02:44 AM

View PostStrum Wealh, on 19 January 2013 - 12:07 AM, said:

As it happens, the -9Ma fits (or can be made to fit) three of the four points. :lol:
-- Give it two AMS hardpoints, but don't initially put the AMS in them (as the 'Mech doesn't normally mount them).
-- The SLas was moved to the left arm, so it has energy hardpoints in each arm and each side-torso.
-- it mounts an ECM suite and a Command Console and Communications Equipment.


Maybe the Dev's will toss it in once the Command Console is working :)

#1693 Odanan

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Posted 20 January 2013 - 03:22 AM

I know this is not the place, and there are thousands of threads about ECM, but THIS IS BETA, so I want my feedback heard.


I think ECM is all wrong in the game. It's a piece of only 1.5 tons, with no heat and drawbacks, that has a huge impact in the match. Not for one single mech, but for the whole team. Making it available to a few variants it's even worst.

The solution? use one of the following (or even better, all of them):

1- Make ECM available to ALL light and medium mechs. Atlas D-DC (or any heavy and assault mech) shouldn't have ECM. ECM should not be a way to "balance" weak chassis and variants (use number of modules for this).

2- Rework it. The ECM should not avoid you to lock SSRMs and LRMs, just make the lock slower (like 50%). Well heck, if the ECM is nerfed to the point of being OPTIONAL (like the AMS and Beagle), it could be available to all mechs and variants!

3- Make other equipment to counter ECM, like the NARC (which is useless right now) and Beagle. Like the Rock-Scissors-and-Paper principle (the basis of any good game), ECM should have a counter which is not other ECM.


PS: You might think: what about the poor Raven 3L? - It could still shine as a trial mech or in an upcoming (we hope) Stock-only game mode.

PPS: Why, for Gods sake, the weakest Spider variant (5V) isn't the one to have ECM?

Edited by Odanan, 20 January 2013 - 03:37 AM.


#1694 Adridos

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Posted 20 January 2013 - 03:55 AM

View PostOdanan, on 20 January 2013 - 03:22 AM, said:

2- Rework it. The ECM should not avoid you to lock SSRMs and LRMs, just make the lock slower (like 50%). Well heck, if the ECM is nerfed to the point of being OPTIONAL (like the AMS and Beagle), it could be available to all mechs and variants!


Why not just drop the unrealistic friend or foe system those distrupiting waves have installed and make the ECM jam everything in it's radius: You, your friends or your enemy. Voila, an electronic countermeasure system.

#1695 Odanan

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Posted 20 January 2013 - 04:54 AM

View PostAdridos, on 20 January 2013 - 03:55 AM, said:


Why not just drop the unrealistic friend or foe system those distrupiting waves have installed and make the ECM jam everything in it's radius: You, your friends or your enemy. Voila, an electronic countermeasure system.


It would do more damage than help.

#1696 Norris J Packard

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Posted 20 January 2013 - 04:56 AM

I am getting so tired of waiting.

#1697 Odanan

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Posted 20 January 2013 - 04:59 AM

I mean, if all mediums and lights could have ECM, the lights could resume their scout/raiding//disrupting duties and the mediums would work as group escorts.

View PostNorris J Packard, on 20 January 2013 - 04:56 AM, said:

I am getting so tired of waiting.


There was a time we got 2 mechs per month. It was the golden age of MWO.

Luckily, when the clans arrive, Alex Iglesias will open the Pandora's box and show us the goodies he was stashed up.

#1698 Norris J Packard

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Posted 20 January 2013 - 05:03 AM

View PostOdanan, on 20 January 2013 - 04:59 AM, said:

There was a time we got 2 mechs per month. It was the golden age of MWO.

Luckily, when the clans arrive, Alex Iglesias will open the Pandora's box and show us the goodies he was stashed up.


I know, I was around. But that was like... two months and then we had a two month drought for the Raven and then it dropped back down to one Mech per month.

#1699 Butane9000

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Posted 20 January 2013 - 09:20 AM

I'd make one of those hope posters with the banshee and the date of 01-23-13 but I'm bad at that stuff.

As for ECM Odanan they need to balance a whole lot more. If Sarna is to be believed they chose to go off the ECM the Draconis Combine created which weighed as much as an AC5 (8 tons) and took up multiple critical slots. That would balance it out. But they also need to rework how other tech in this game works.

ECM - Cloak yourself from long range sensors, TAG & NARC nullify this. Slow down LRM and SSRM locks within the radius of ECM (180m). Counter BAP within range. 2 tons, 3 critical slots.

BAP - 180m radius. All enemy mechs appear as targets for team mates. A target has to remain in the 180m radius. Will beep when being countered by ECM. 1.5 tons, 2 critical slots.

TAG - Enemy units hit by TAG have their ECM negated. Can be targeted normally and lock on times revert to normal.

NARC - Enemy units that have a NARC attached to them can be seen by all opposing players and fired at for the duration of the NARC beacon.

LRMs & SSRMs - Locks will not be negated completely when within an enemies ECM radius. Locks will increase the time it takes to lock on by 25-50%. TAG or NARC nullify this effect. SSRMs remain uneffected by the bonuses of NARC and TAG. LRMs will retain any bonuses associated with TAG or NARC.

Now that sounds completely reasonable doesn't it?

#1700 Norris J Packard

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Posted 20 January 2013 - 09:39 AM

And Mechs that come with that equipment stock?





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