Heh...well, just because I'm sitting here bored at work and all:
cdlord, on 09 July 2015 - 08:55 AM, said:
I do not think Clan mechs in and of themselves are OP. I do think the meta is OP and the Clan mechs are some of (but not all) the best at it.
Clan mechs are supposed to be OP. That's lore. What we're incapable of doing however is balancing that with the number of units (10 Clan vs 12 IS which is two Clan stars vs 1 IS lance). Failing that, we got what we got.
Most people have accepted that asymmetric balancing is never going to happen. For one, everyone and their mother would want to be on the 'outnumbered' Clan side. After all, more enemies means more kills to be had, and everybody wants to be in the big nasty mean powerful Clan 'Mechs pounding on the unwashed masses. Even if Piranha's tech allowed it, it's just a bad idea overall.
The only potential for asymmetric balancing you get is 12v12, with the Sphere getting a respawn/two-Mech drop deck. Leaving aside for the moment that respawns/drop decks are the unholy filth of the Inferno and should be expunged from my MechWarrior game with the purifying flames of righteousness...at this point Clansmen would have to get their tech back up to original specs. And we have the problem, once again, of everybody wanting to be in the OP Clan 'Mech cutting down the legions of barbaric primitives.
Just not going to work.
cdlord, on 09 July 2015 - 08:55 AM, said:
You fix the meta (championed ideas below) would go a long way to resolve this basic and fundamental failing.
Sized Hardpoints
The important thing here is to keep it simple. Some have argued that this would complicate the mechlab. Well, Mechwarrior mechlabs, both the UI and the rules, are pretty darn complex to begin with. Adding what I describe below should not be an issue.
Essentially make two different sized hardpoints for each weapon type. Large/Small Energy/Ballistic/Missile. Those weapons that classify as small weapons can be equipped in a large hard point, but large weapons cannot be equipped in small hardpoints. This has the added benefit of those smaller mechs that do mount the large weapons in their stock configuration unique and valuable. The hardpoint size would be determined by the chassis stock loadout.
Small weapons: TAG, Small Laser, Medium Laser, Machine Gun, AC2, AC5, NARC, SRM2, SRM4, LRM5, LRM10.
Large weapons: Large Laser, PPC, AC10, AC20, Gauss Rifle, SRM6, LRM15, LRM20.
I'm going to spare you my usual irritable vitriol for this incredibly tired idea and give my feedback on it straight. Please be aware, however, that this is about the seventeenth time I've laid this out so if any irritation slips through, bear that in mind.
First of all: sized hardpoints essentially removes customization from this game. A sized hardpoint system will, for the most part, force a 'Mech to utilize its stock weapons loadout, as the stock loadout is the only thing that 'fits'. While this is seen by most 3025ers as extremely desirable and, in fact, The Point Of The Whole Thing, the first issue arises when you patch this in and the playerbase discovers that in one fell download, over ninety percent of the 'Mechs currently in people's hangars are suddenly illegal. It is easily conceivable that a player would have neither the equipment nor C-bill stockpile to restore 'Mechs rendered invalid by hardpoint sizing issues to working order. You would see an eruption of nerdrage such that the dark, forboding days of 2013 seemed naught but a single cloud marring a sunny afternoon.
Second of all: sized hardpoints does not, in any way, 'fix' the meta. The Timber Wolf, for example, would barely have to make any modifications at all. The only thing it would lack would be Gauss capability, but elsewise it would have numerous 'large' energy hardpoints and a dizzying profusion of 'Large' missile hardpoints to choose from. Its Laser Vomit builds would be entirely unaffected, its SRM builds would be unaffected. Furthermore, changing which 'Mechs can equip powerful loadouts does not actually alter what makes a loadout powerful. You simply restrict those loadouts to a different set of 'Mechs, enforcing harsh restrictions on those 'Mechs not blessed forty years ago with a stock loadout conducive to the reality of MWO gameplay. These ancient-TT-woes penalties already exist - see the Ice Ferret and Summoner for great examples.
You make new loadouts viable by
making new loadouts viable, not by telling nine out of ten 'Mechs in this game that they're not longer allowed to use viable loadouts.
cdlord, on 09 July 2015 - 08:55 AM, said:
Realign Ghost Heat
Determine (via testing) an appropriate non-meta damage output number. For the sake of this intro, I will use 20 points of damage. For grouped weapons or weapons fired simultaneously, track the potential damage output. Anything that goes over 20 points, begin the application of ghost heat. Fire one AC20 or 3 Medium Lasers, no ghost heat. Fire 4 Medium Lasers and you start to get GH. Fire two AC20's (40 points damage) you get GH. Apply a "cooldown" time of .25 seconds or so to separate the GH mechanic application to volleys.
First of all, twenty damage is kinda ridiculous, don't you think? Heh, may as well just force chainfire at that point. I get that the intent is to eliminate huge damage spikes, but at this point it's getting difficult for even Inner Sphere 'Mechs to fire more than one weapon at a time. Minute-long facederp contests between 'Mechs forced by the system to resort to chainfire if they don't want to generate ten times the heat they should just sounds like a bad day to me.
Second of all, this sounds even more complicated and difficult to work with than ghost heat as currently exists. Your penalties would have to start pretty small because people would be tripping this all the time. A Nova Prime firing more than two of its
twelve freaking lasers simultaneously would be incurring ghost heat. A Timber Wolf firing two anything-it-has would incur ghost heat, unpredictably and mostly without the ability to compensate save for, again, forced chainfire on everything. And later weapons which deal more than twenty damage in a single shot from a single gun? An MRM-40, for example? Does it ghost heat
itself? Can you call it ghost heat at that point?
No, no. Ghost heat in general could use no-longer-existing, replaced by a heatscale system which actually does its job. If people had real penalties for riding the edge of shutdown for minutes at a time, that would discourage energy-heavy loadouts - which is all Ghost Heat is actually in the game for - without any sort of weird, non-intuitive behavior that makes no sense and pretty much requires forum screwabouting to actually understand.
cdlord, on 09 July 2015 - 08:55 AM, said:
Realign Quirks
There should be NO negative quirks! All positive quirks should be realigned to apply only to stock loadouts of those variants with the quirks (and possible even apply limiters based on the number of stock weapons vs available hardpoints).
NOTE: Just because a mech doesn't have a quirk that supports your loadout, you are not prevented from or penalized for running your loadout. Everyone will agree that the stock loadouts are sub-par so quirks that strengthen those loadouts make the most sense.
Note: This is all taking the game as it is now. IF PGI gets around to introducing separate weapons/equipment manufacturers, quirks would transfer from the chassis (in most cases) to the different manufacturers.
'Quirks' shouldn't just mean weapon buffs. The Quickdraw, for example, is canonically listed as being able to climb gradients twelve degrees steeper than other 'Mechs of its weight due to specialized ankle actuator designs. That's a picture-perfect example of a quirk. I believe quirks should be used for flavor and coolness as much as for balance, but I'm admittedly in the minority there. And let's be honest, man - nothing in Creation is going to make bone-stock loadouts worth anything in MWO. Pretty much ever. Best to just give up that pipe dream while it's young.