These are suggestions that came from replying to other players topics that basically make up my reaction to the test server at the moment. I made alot of irrelevant replies and I wanted to make clear some good ideas, I think.
-
EmperorMyrf, on 13 September 2015 - 07:38 PM, said:
OP I don't think limiting customizations in the mechlab is going to achieve what you (and I) want, it's only going to limit the number of chassis' that can support minmaxed builds. would you be OK with the existence of boomjagers and direstars etc if they weren't able to alpha everything into one spot? I think all that is necessary for the game is a hard limitation on how much damage can leave your mech at a given point in time brought upon by some new mechanic (there have been multiple suggestions on how to do this over the years)
This is right also. Once an alpha limit is achieved mechs could be built with some versatility in mind like the stock builds. This is obviously what the original board game had in mind.
In fact thinking it through this is something that just has to be added.
-
Jungle Rhino, on 14 September 2015 - 12:09 AM, said:
Well if the balance is going to be:
Clans: speed + firepower
IS: protection
Then I can tell you how that is going to end...
Clans: speed + firepower
IS: protection
Then I can tell you how that is going to end...
Clan speed and agility has to be nerfed for the SIM if nothing else anyway. Medium heavy assault Inner Sphere mechs moving at those speeds also. The quirks should be stat based rather than chassis based, going over 70 in a heavy? Get proggressively worse negative quirks. This is how a sim balances itself. Easier said than done of course.
Alpha on a light higher than 25? Reactor says "I dont think so"

-Gees even that over used Loki omni pod could be balanced with heavy negative quirks to structure and sensors and could be properly explained that the ECM housing(weaker structure) and interference(bad ttargeting sensors) was to blame. All ECM capable mechs could get the same treatment, enhancing the SIM in the process and balancing the game in one move.
+1 for mech sim.
-Reading all of this I can see why so many quirks were removed. Many of the quirks should be stat based not chassis or varient based. Then IS and Omni tech could be balanced with the same system.
Mobility quirks based on tonnage vrs speed.
Sensors quirks based on tonnage(size), ECM, maybe speed.
Weapon quirks/alpha limits on damage output or something.
Durability quirks based on number of hard points or something.
Recently it was pointed out in another topic that Mechwarrior Online may be moving toward a class system. At this point and I am not entirely sure about this, but that seems to go against the spirit of Battletech mech building part of game play and makes a really dynamic system dumbed down. So I dont like it mostly.
One players take on what is known about the whole rebalance at this moment in time. Can change entirely tomorrow.
