stjobe, on 29 November 2013 - 05:37 AM, said:
My preferred (and pipe-dream, of course) implementation would be this:
* All 'mechs come as stock variants
* Limited modifications are possible, but would need to be done with the field repair rules, meaning there's a chance that it won't work properly - it may have an increased cool-down, a jam chance, an offset from the targeting reticule, or something similar.
I see 'mechs as analogous to cars; sure you can rip out the engine on that VW Beetle and put a big-block Chevy V8 in there, but it may not run as smoothly as the stock car.
In the BattleTech Universe there just isn't all that much customization; most 'mechs are stock and repaired with stock components after battle. If you have a wizard MechTech, you might get away with changing one weapon system with another, but it would more often than not mean a seriously quirky 'mech.
Sure, there's lore about mating a Rifleman upper torso to a pair of Warhammer legs, but the end result wasn't pretty and it wasn't working really well.
And before anyone tries the obvious counter that TT allowed you to build any kind of 'mech you wanted: Yes, it did. Under the 'mech construction rules. What you did was create a whole new 'mech, not modify or customize an already produced 'mech.
I believe that mech customization is absolutely needed, but you shouldn't be able to do certain things like dual AC 20 on the K2.
I'm certain that all the troubles PGI has in reaching a decent weapon (and mech) balance for this game,
after more than one year, stems from the current hardpoint system.
So far they have nerfed practically everything from DHSs, LRMs, SRMs, PPCs, GR, Streaks, all weapons through ghost heat, movement archetypes, Pulse lasers have never been truly viable and so on.
Now we're in the AC5/UAC5 PPC or AC20-PPC meta.
You can drop these two weapons basically into any mech available and what makes a good mech a.. good mech it's the capability to bring those guns in favourable locations with a proper shape/size/scale. Before it was 2PPC+GR (after ghost heat intro), before again it was 4PPC Stalkers, earlier again Lulrms or SRM boats, with dual GRs and Dual AC20s being present at times through the CTPL-K2 first and then after the Jagers introduction.
If hardpoints were restricted, things would be easier and much clearer for newcomers to understand.
I think it's easy to let someone understand that a Stalker is hard-limited to 2xPPCs (this is an example of course) because once you mount 2 of them, all of the other energy hardpoints can house either ML/MPS/SL/SPL nothing bigger, and maybe 2 of them get even blanked out because you've eat 2 energy crit slots upgrading the LLs to those said PPCs. You'd not need ghost heat to balance stuff, people would understand the mechanic in a clearer way I think.
You'd still be able to place those big energy guns in the arms instead of inside the side torsoes (taking into consideration the stock loadout) but then you'd see the side torso energy guns be either blanked out or capable to house 1 crit slot energy weapons only.
Something like "stalkers have a 8 energy crit slot limit". This either means 2xLL + 4MLs or 2PPCs+2MLs, or 4LLs and nothing else. Selected variants could see this energy crit bumped up or reduced.
I'd then limit missile weapons by defining a fixed amount of tubes in a section. You wouldn't be able to fire off multiple salvoes, if you have 15 tubes, you can use a LRM5 or a LRM10 or a LRM15. If you have 2 hardpoints, you'd be limited to 15 lrms either way so LRM5+LRM10 if you want more DPS; I'd only allow to leave SRMs to be mixed with LRMs sharing the same tubes.
A Centurion-A would be able to use a LRM10+SRM6+SRM4 (10 tubes). Or 2xSRM4+SRM2 or SRM6+2xSRM2 or 2xLRM5+SRM6.
However it's too late for PGI to rethink that system I fear, and then we'll have to keep living with dull choices like ghost heat, DHSs not working as DHSs, crippled gauss rifles, lrm 70-80 boats and such.
Edited by John MatriX82, 29 November 2013 - 06:10 AM.