Mike Forst, on 22 April 2015 - 11:09 AM, said:
Hello everyone. Thanks for your replies!
I will be reviewing this thread later today and gathering feedback info.
hello Mike, may i ask, are you looking into changing the system underlying the quirks too?
for example naturally balance the clan mechs themselves by unlocking all heatsinks and jumpjets and allowing to use or not use upgrades (in preset slots)
this will make all clan mechs more powerful and closer to how scr, tbr and dwf are
you already try to balance the game 1:1 clan vs IS (which i like), so sticking to lore makes no sense here
another thing is super high alphas, try the fixed heat cap (like 30, 3 ppcs or 2 erppcs, or even lower) and see how it works, this will make mechs that were built for sustained damage or have horrible hitboxes and mobility (vindicator, dragon, ctf, orion, awesome, hgn, atlas) useful even without quirks
also, engine and non-engine heatsinks need to have same dissipation (for example 1.7, 20 dhs would stay the same, less would be weaker, more would be stronger)
there must be a reason to take some backup small lasers, or even medium lasers in case of IS (because ll is more heat efficient than ml), the laser heat/damage/duration numbers should present the sl as best option for the heat, ml as so-so for skirmishing (try to reduce
ml+mpl heat to 3.5 so it is better than ll and somewhere between clan sl and clan ml), ll for long range support (more heat than ml), erll only for long range
the clans have lighter lasers with more range, the heat cost and duration needs to be way higher, but high heat cap is the reason why people boat, nobody would equip 5 ml + 2 lpl if can only fire half of it at once
so, in short, unlock clan equipment, allow clan upgrades endo/ff on/off, get fixed heat cap, make IS ml better than ll, make clan normal acs useful -> achieve diversity in builds and mechs seen on battlefield, then, quirks
edited
Edited by happy mech, 28 April 2015 - 12:26 AM.