Nightshade24, on 03 July 2015 - 11:30 PM, said:
Well Nightshade, I have to give you credit for at least being on-topic. Most of the people responding in this thread seem to think that countering technology with numbers is the way to go. Converting this game to 100% Clan vs. IS is not the way to go--the arcade mode should remain supported, which means balancing the tech. And as I said somewhere on page 2, the core concept of my argument is what matters to me, not the individual balancing proposals. If I had failed to include any specific balancing proposals, unimaginative people would have been on my case for not proposing any. You have a couple good points, but you made a few key mistakes.
CGauss: First of all, CGauss velocity is not currently affected by TC. But it could (and should) be once its velocity is lowered. Secondly, my plan involves getting rid of all those stupid IS mech quirks you're refering to.
Clan Pulse Lasers: They already have a balance. My focus is on bringing balances to those things that don't have any yet. If you'd like to change the pulse laser's balance, that's a topic for a new thread.
Most every other weapon/equipment you mentioned: nothing can be left alone if this is going to work. NOTHING. Every little imbalance between clan and IS tech must have a balance (no matter how small) so that standard mechs and omnimechs can be on equal ground regardless of their tech type (more on that below).
What is the core concept of my argument again? It's
not that PGI failed to sufficiently balance items. It's that they balanced some items, and then neglected to balance other items at all, choosing instead to bring parity to the game by blanket-quirking IS mechs and blanket-nerfing clan mechs. Whoever claimed that we have reached parity under the current system is absolutely correct. We have indeed reached parity. The problem is that new content is constantly being added, and incorporating balance to this new mech class will either require some very creative thinking and exhaustive playtesting as they try and re-quirk everything to cope with no longer having as much control over clan mech builds, or it will require a simplification of the system based on a part vs. part balancing system that doesn't compare apples to oranges. My OP is advocating that second option. With a compartmentalized, appropriate set of balances in place, new content like Clan IIC mechs and IS Omnimechs can be integrated into the game far more seamlessly.
So, in less specific terms than in my OP, let me go over the basic terms at work here and how I envision what they mean and how they can be balanced. This is important because each of these four terms must be considered independently of one another because they will eventually all be interchangeable. In other words, PGI is currently nerfing omnimechs because of a failure to balance clan tech. It's worked so far but it will not work forever--you need to counter the clan tech independently of the omnimechs in order to seamlessly integrate the upcoming Clan Standard and IS Omnimechs into the game.
Standard Mech
A standard mech is exactly what we've grown accustomed to with the IS. A standard mech's advantages are dynamic slot use, dynamic upgrades, and dynamic engine choices. Its disadvantages are fixed hardpoints and fixed arm actuators.
Omnimech
An Omnimech is what we've grown accustomed to from the clans so far. Its advantages are a selection of different hardpoint configurations (though not truly dynamic) and
should be dynamic arm actuators as well. Its disadvantages
should be fixed bases and upgrades (engine, minimum heatsinks, endo and FF). More on the "should be" later.
IS Tech
IS weapons, to take a very complex series of differences and sum them up simply,
should offer up less firepower in exchange for more accuracy. IS electronics
should offer more services (but not better services) at the price of greater size and weight. IS XL mechs
should be easier to kill but harder to disable (or partially disable).
Clan Tech
Clan weapons
should offer up greater firepower in exchange for less accuracy. If desired, a TC can be used to upgrade accuracy at the cost of slots and tonnage (essentially bringing clan mechs equipping TC closer to IS mechs in both positive and negative ways). Clan electronics are smaller and lighter than IS counterparts but
should have more specific services. Clan XL mechs
should boast better overall survivability in exchange for being easier to disable or partially disable.
Now, back to the "should"s. I don't want to reiterate my OP so I'll be more vague this time.
Clan Weapons vs. IS Weapons: All clan weapons have a combination of better range, damage, size, and weight than IS counterparts. All of this together translates into a massive increase in firepower at moderate range due to the clans' ability to carry more, larger weapons and have them each do more damage over range. PGI was on the right track with their balances to Lasers, LRMs, and UACs by decreasing accuracy. Now they just have to finish the job by applying similar debuffs (and/or buffs to their IS counterparts) to C-ERPPCs, C-Gauss, C-SRMs, C-SSRM2s, C-LBX10s, CMGs, C-Narcs, and C-Flamers. The factors most easily used to achieve these balances are duration, rate of fire, weapon velocity, hit spread, and critical hit %. Any of these factors can be used to balance most of these weapons to their IS counterparts.
Clan Electronics vs. IS Electronics: The differences between clan/IS probes and ECMs are very small, so the balance should be very small. That being said, in order for my plan to work in principle, there needs to be something to counter the loss in weight and size. In my OP I proposed removing counter mode from C-ECM (thus having CAP take over ECM-countering duties on mechs that equip both), and lowering/removing the TIG buff on the CAP (because TC offers the same buff anyway), but I'm not opposed to something simpler like a general stat adjustment. As far as TC vs. CC is concerned, just leave the TC alone and increase the CC's stat buffs until it's fair.
Clan Mechs vs. IS Mechs:This is the hardest, most contentious part of balancing clan and IS tech. The first step is creating an overall philosophy from which to draw, just like the clan vs. IS weapon comparison has its "damage vs. accuracy" philosophy. As I said above, my philosophy is that Clan mechs should be harder to kill outright than IS mechs, but with the tradeoff that they're easier to partially disable. This philosophy can be implemented by lowering component health, increasing incoming critical hit percentage, and lowering internal structure. Because clan mechs have free CASE (yes, Nightshade, all clan mechs--
http://www.sarna.net...orage_Equipment), ammunition explosions outside the CT cannot kill them, but can result in half their weapons getting blown off. Here is my modified proposal for balancing clan tech mechs.
*C-CASE: balance with a slight reduction to ammo bin and CGauss component health
*Clan XL: balance with a reduction to side torso internal structure
*Clan Endo/FF: balance each with a stackable buff to incoming critical hit %
*Clan Double Heat Sinks: balance with a slight reduction to DHS component health.
---By balancing each of these independently, they can all be placed on a Clan Standard mech at will without putting any sort of artificial restrictions in place. Choosing a Standard engine, structure, and armor type over upgraded versions will no longer be a silly proposition for a Clan Standard mech, just as it isn't silly for IS mechs for other reasons.
What This Will Replace: By properly balancing clan tech to IS tech and omnimechs to standard mechs
independently, the following arbitrary balances can disappear.
1. Most mech quirks. Obviously there will always be some imbalances within the clan and IS chassis ranks, some under-utilized variants and omnipods that make minor quirks a good balancing agent, but gone will be the practice of heavily quirking every IS mech just to compensate for imbalances in clan vs. IS tech.
2. Clan Omnimech arm actuator handicaps.
3. Clan Omnimech fixed equipment, JJs, and external heatsinks beyond the required 10.
4. The utter lack of weapon hardpoints on most Clan Omnimechs' omnipods, especially lights.
Edited by NeoAres, 04 July 2015 - 06:07 AM.