Pjwned, on 14 January 2015 - 04:37 PM, said:
I suppose the limit could just be set at 325, but then that makes it kind of seem like the issue is "I want to be able to fit in 1 more DHS to my engine in a Stalker" when it's not, although that's obviously a decent bonus; also I still don't think it's necessarily a waste to go beyond 325 since it might allow for some shorter range builds to be viable.
Well, I primarily aim for the "25 engines" increments for DHS, but I have a very different rule of thumb.
Pjwned, on 14 January 2015 - 04:58 PM, said:
So, here's an idea I quickly came up with, feel free to show me how it might allow for some particularly dumb builds, although I don't think it would. The current rules would still be kept, but an additional set of rules would be added and whichever resulted in the highest engine cap would be the one that applies for the mech.
Keep in mind this would have more broad (but consistent) changes to engine size limit, affecting mechs like the Blackjack as well.
Current rules:
Additional rules:
Maximum engine rating for light mechs = 7 x mech tonnage, although even at 8 x mech tonnage this would not affect any current IS light mechs
Maximum engine rating for medium mechs = 6 x mech tonnage
Maximum engine rating for heavy mechs = 5 x mech tonnage
Maximum engine rating for assault mechs = 4 x mech tonnage
For the most part this wouldn't really change much because a lot of mechs have a big enough stock engine that the new rules would have no effect. Some examples of changed mechs though would be the Highlander with an engine cap of 360, the Atlas with an engine cap of 400 aside from just the Boar's Head, Blackjacks aside from the BJ-1X with an engine cap of 270, and of course the Stalker would have an engine cap of 340; most of those aren't even particularly big changes. There might also be some other examples but I can't really think of any right now.
Seems fair to me.
I think that has the most conflicts with something like upcoming Panther, which is problematic.
The easier way to go is really simple.
You still use the older/current system, and adjust the outliers as necessary (mostly the slower mechs), based on need.
For instance, it is not really necessary to argue for 300 engine caps for Firestarters or Ravens even though the Jenner has that particular cap number. It's "fast enough".
When the rules was applied to the SLOWER 50 tonners like the Hunchback and Centurion, they eventually got their engine cap moved up from 260 (based on the math) to 275. This was important, especially to get that extra engine cap, but moreso to make them go almost 100kph.
PGI also did the same for Awesomes... which I believe were capped at 290, but eventually got their engine cap increased to 300 (although, it's still rather limited).
The non-Raven-3Ls got their engine cap of 245 increased to 275 (kinda wished it was 280, but whatever)... which does help them out a bit due to the need for speed as a light.
My "rule of thumb" generally is that the engine cap limit for "slower mechs" (assuming they are considered "slow" in MWO terms) is that it should be as high BUT not equal to the faster mechs of
the same tonnage.
For instance, increasing the Stalker engine cap to 340 is inappropriate because of the Battlemaster and Warhawk. 335 would be the ultimate max, regardless (325 is a sweet spot IMO).
Increasing the Highlander's engine cap to 360 would be inappropriate... if the Cyclops is to be part of the next IS mech pack (it has a 360 engine stock IIRC). That is why I suggest 350 or so.
Some mechs need more of a bump than others, but generally ones that I have listed are generally affected.
While I would not ask for another small buff (like the Blackjack-1X and the Vindicator-1AA) from a 295 engine to 300, it would be nice, but not entirely necessary.
The list that I had put together had most considerations based on common loadouts with respect to a mech's overall viability on the whole... no need to cripple things needlessly by the "base rules" the engine cap relies upon.