Definition of Sweet Spot.
If the Timber is OP, than what do we consider as being
not OP? The to be answered question is what exactly is the
sweet spot that would justify the level of nerfs? How would you quantify this sweet spot so that we have a "level" to nerf to?
What about Ceiling?
Or could we instead use Timber as the CEILING. This would enable a possible sweet spot of
75 Ton IS mech + IS equipment + Quirks + Playstyle == Timberwolf + Playstyle
For example, an Orion in brawler mode could have enough quirks so that
- Orion + AC20 / SRM / MLaser + Quirks + Brawler == Timberwolf + Skirmisher
- Night Gyr (More Alpha, less Flexibility, Brawler) == Timber (Less Alpha, more Flexibility, Skirmisher)
(I am randomly assigning Timber in the Skirmisher role here, not prescribing it)
Cause I can imagine having the Night Gyr in the future with the exact same tonnage as the Timberwolf but having more space for weapons due to a smaller engine (300XL) and might be deemed by many to be an example of powercreep. But this is true only on a one-on-one alpha situation. The Night Gyr would rightly (I hope) be less maneuverable. And this is where the balance or sweetspot is achieved when equation b can be implemented
Playstyle as a variable.
I have introduced playstyle as an additional variable that is assisted primarily determined by quirks but requires the player to have the requisite skills.
Impact of Game Mode.
The system of quirks is a good balancing as it factors in playstyle. But the realisation of playstyle is contextual and places demands on the player’s skill as well. The context will depend on game mode. We have limited games modes such that certain Metas of the trinity seem to dominate. If the Devs can develop more modes that require different playstyles, then other mechs suddenly become very viable. This is then linked to why people ask for PvE so that certain unique playstyles (e.g. scouting) become necessary to achieve the “mission” that is not assault, conquest, skirmish, counter-attack or invasion. Pity the time it takes to matchmake cause with more modes, we have smaller queues and longer MM time.