WM Quicksilver, on 12 May 2015 - 09:25 AM, said:
You honestly believe that you can't have weapons that are different but are balanced against each other?
We do not have weapons that are different but balanced against each other.
That works in games like Starcraft, because each faction has completely different units and technology.
That's not what exists in BT.
What we have here are weapons, and then superior versions of those weapons.
They aren't "different", they are upgrades.
They only way to balance them is to downgrade (nerf).
Do you remember 2s CERLLAS? Do you see how enthusiastic players are about burst damage ballistics?
What you are suggesting is not as as easy as it sounds
WM Quicksilver, on 12 May 2015 - 09:25 AM, said:
This fallacy that equal parity of equipment MUST be only if weapons are the same which is indeed a fallacy.
Weapons can be different but balanced for the most part tonnage wise.
Good luck with this crusade bud, I understand what you are getting at but if you actually think that the legions of Clan Space Whale will accept this when they still rattle their sabers about 0.15s of extra beam duration and burst damage ballistics then your optimisim far, far outstrips mine.
There are also only so many realistic mechanics we can tap for weapons which would then not only have to be internally unique (ballistics vs. lasers vs. SRMs vs. LRMs) but would simultaneously also need to be unique vs. the other faction's versions.
PGI is not up to this task.
FupDup, on 12 May 2015 - 09:34 AM, said:
One way could be to indirectly influence the number of heatsinks that a mech needs by playing with weapon heat for each faction. The IS could have cooler guns and/or the Clans having hotter guns, which means your Clan DHS might be smaller but you would need to have more of them anyways.
We, sort of, almost have this now. Mostly clan builds run hotter because they do more damage, there are few exceptions though.
It's not clear what would be different from now in your suggestion.
FupDup, on 12 May 2015 - 09:34 AM, said:
Alternatively, maybe IS DHS could have their cooling boosted, but this could cause a pretty big spike in damage output... Reducing Clan DHS cooling is something I wouldn't do because then that would make a lot of them unplayable.
How is making the DHS cooling boosted a better direction then quirks? Keeping in mind that the goal of quirks was to also internally balance "bad" IS mechs vs. "good" IS mechs?
I'm sort of playing devils advocate here, I agree with your direction but it opens up other issues.
Personally, I thought items should get HP based on the number of crit slots they have, something with 3 crit slots should have more HP than something with 2.
FupDup, on 12 May 2015 - 09:34 AM, said:
The whole Info Warfare system could use a revamp, and would give us a good opportunity to adjust these items. The IS versions could have a somewhat stronger effect to distinguish them.
Stronger EMC for IS, got it.
I look forward to that discussion on the forums.
FupDup, on 12 May 2015 - 09:34 AM, said:
The closest thing I can think of is just locked critslots. We can't make Clan Ferro heavier or take up more space without breaking a lot of loadouts. Reducing IS Ferro crit size might not happen either because people would say it's weird that their lolstock build has more free space now.
This touches on my points made to Quicksilver.
We are not dealing with "two different" sets of equipment that can be made "different but balanced".
We are dealing with, almost universally, one faction having outright upgrades to what the other faction has.
FupDup, on 12 May 2015 - 09:34 AM, said:
Clan XL's need a small nerf for starters.
An idea I've toyed around with would be to implement an engine critical hit system, and change it so that an engine kill would require 4 crits instead of 3. This would essentially let an IS mech survive a side loss...but might unleash other problems within the realm of IS vs IS balance.
Is that any different/better than just doing cross-faction tech at that point? Honest question, I don't have any answer.
FupDup, on 12 May 2015 - 09:34 AM, said:
.
Also, Clan mechs being able to only use engines that are a multiple of their tonnage (i.e. jump from 320 to 400 on an 80 ton mech) could somewhat reduce how thoroughly tonnage-optimized the builds can be.
A decent idea, I'm not convinced it still isn't a huge can of deadly worms.
FupDup, on 12 May 2015 - 09:34 AM, said:
Some weapons like Clan SRMs have to be reworked, it's hard to avoid. Clan energy in general could stand to see a nudge down of damage or something (i.e. -1 damage from all mediums and larges, -0.5 damage and some reduced range on all smalls).
Clan Space Whales already asserts that SRMs are balanced because IS SRMs have a minute amount of extra damage, and a minute amount of less spread.
Edited by Ultimatum X, 12 May 2015 - 10:05 AM.