i only want to add that the current balance system kind of works and to ruin it to make a new balance system working at least as well as the current one, it will cost a lot of time, effort and players frustration; imo it would be better to tweak the current balance than to ruin it for this new shady enterprise
anyway:
- the first flaw it's the huge mobility quirks on certain omnipods and chassis. pgi is stepping on the same rake again, they again make the quirks way too powerful. with the new omnipod quirks clan mechs can be extremely strong... but only if they choose a very specific set of omnipods, and not every chassis can do it too. it leads to a lot of frustration from the pilots of those chassis which cannot compensate the huge mobility nerfs (especially if it's an already weak chassis like poor shadow cat with its -45 yaw quirk which makes it turn on par with mauler) and severely limits the viable builds on those chassis which can compensate them (like timber wolf and dire wolf), right now you can play multiple viable builds on those... not so much with the new quirks, only few but very strong. try to enjoy them because it's your only choice. it greatly decreases the viable options to play with. it's especially bad for the clan mechs, but inner sphere chassis suffer huge unexplained mobility nerfs too.
the possible solution: get rid of mobility nerfs and lessen the mobility buffs! quirks shouldn't be so strong, nerfs are generally frustrating and these are not even needed since the current mobility quirks/built-in limits work perfectly well. don't break what already works!
- the second flaw it's that the new 'infotech' thing completely ruins already weak lock-on missile weapons - lrm and streaks. i think it's clear why, it's already was rather hard to get the missile lock and now you also have to get the target acquisition first and only then you get the lock. getting the target acquisition is even longer than getting the lock, and also mostly happens when you are already pretty close. yes, some omnipod combinations and chassis can do it better, but yet again it limits your build options to some few specific combinations/chassis and decreases both the game variability and the viability of the already weak missile weapons
the possible solution: ughm, i think if i say that you should put that infotech into the trash bin you will disagree... well, reduce the base target acquisition time and make tag and bap/cap acquire the target instantly! possibly the missiles will need other buffs like better velocity and faster locks
- the third flaw it's the loss of weapon quirks which makes the inner sphere mechs significantly weaker than clan mechs. if pgi try to compensate it with mobility/infotech/armor it will only frustrate the both sides, one of which will lose a lot of mobility and info gathering and the other will feel weak anyway, if they blanket nerf clan weapons it will inevitably frustrate the clan players but possibly will frustrate sphere players too since that nerf will not probably solve the problem (also most of people play mechs of the both sides)
the possible solution: either return the weapon quirks (just not that ridiculously high as some of them were) or, even better, move the timeline a bit, clans are stronger than sphere in 3050, move the timeline and sphere will be more comparable, give the sphere medium er lasers, mrm, streak 4/6 etc weapons which would be able to compete with clan weapons possibly with some minor weapon quirks
Edited by bad arcade kitty, 13 September 2015 - 02:41 PM.