I think a lot of us agree, that this last attempt at balancing was not on target.
I have been a die hard battletech fan for ages and I have played all mechwarrior titles since mw3 online in the competitive scene, so thats the background on my perspective.
First of all I would like to say that I like about MWO that it has a lot of weapon systems that are playable in the right setting and that there is no "golden one gun to use for world domination".
You have a lot of great ideas implemented for balancing and a lot of things work in the intended way, they are just arranged in a suboptimal way.
The way this post is built up is the following:
First I am going to point out what I see as the defining "Cornerstones" for IS and Clan Mech-Warfare.
Second I am going to utilize 2 "comparable" Mechbuilds that currently don't have many quirks to point out where the above mentioned Cornerstones work and where they currently fail.
Third I am going to explain a couple of "minor" changes that would help balance the differences in gameplay and try to explain why they help.
To the first part:
As a battletech fan I have certain "traits" in the back of my head whenever I think about the Inner Sphere and the clans.
The inner sphere has this "die hard", "never give up", "grit and grind" mentality that despite all the difficulties and challenges they keep being innovative and downright dirty to stay in the fight. Their attempts to close the technology gap are rushed and "fragile".
The clans have this clean, abstracted view on warfare that idealizes 1on1 combat and honor on the battlefield. They have far advanced technology that gives them bigger range, better speed and better heat efficiency.
Lets analyze two 55 ton mechs (one from each side) and try to find out if we can represent that.
To the second part:
I have chosen the wolverine hero QUARANTINE as my IS example because it is similar enough in playstyle to the clan mech and currently does not have significant quirks that could distract from technology differences:
http://mwo.smurfy-ne...02ee37d7bcc895c
The main weapon systems are 3 IS Large Lasers with a base burn duration of 1 second for 9 damage each creating 7 heat each at optimal range of 450 meters. The config is rounded out with 2 SRM4 (with barely any ammo) to improve DPS close up. The mech comes with an XL engine and 2 Jump Jets. The mech has 16 double Heat sinks and 320 points of armor.
This mechs works at ranges 30 to 450 meters in more of a "medium range fire support/sniper"-role.
The clan mech I have chosen is a Stormcrow that is fitted for a "medium range fire support/sniper"-role in a very simplistic configuration. Omnipods are chosen to avoid negative quirks:
http://mwo.smurfy-ne...c744797e3eb8055
Main weapon systems are 2 Clan Large Pulse Lasers with a base burn duration of 1.12 seconds for 13 damage a piece creating 10 heat each at optimal range of 600 meters. The config is rounded out with 2 Clan ER Medium Lasers with a base burn duration of 1.15 seconds for 7 damage a piece at 6 heat each at optimal range of 405 meters. The mech comes with a clan XL engine and 0 Jump Jets. The mech has 19 double Heat sinks and 364 points of armor.
If you compare them at each mechs optimal range, the IS Mech has more Alpha (less pinpoint) and higher sustained DPS and better maneuverability (jumpjets) while the clan mech has better speed, armor, heat efficiency, durability (XL engines) and range.
The clan mech is additionally a lot easier to play, since both weapon systems work in the same way (close in burn duration and firing behaviour, maps encourage encounters between 300 and 800 meters).
So how do these mechs represent my proposed cornerstones?
The Wolverine is representing the "playing dirty" with the Jumpjets it can bring to the table and the SRMs as a "token of love" to the ones charging in on the sniper/fire support. It represents the fragile attempt to cover the technology gap by utilizing an XL that will kill the mech when a side torso goes. It represents the "make lemonade out of lemons" by adding a third large laser to keep up with the better range firepower of the clans.
The stormcrow is representing the clan side by being faster then the wolverine, having more range then the wolverine, having more durability (through more armor and the clan xl death condition). The heat efficiency is better as well.
As it is right now the stormcrow is clearly the better mech, because it is better in all really relevant metrics. A little underrepresented in this comparison is the heat cap. The stormcrow can actually build up heat longer, because it has more heat sinks. Its actually able to outlast the wolverine in alpha-trades.
So what we are really missing from my explained ideal world is the IS ability to outlast the clans and the clans focus on 1on1 warfare. I just don't feel those right now.
This is what I would like to change on the IS side of things to make the IS mechs "better":
Outlasting the opponent in an armor and structure way only works in 1on1 settings because as soon as you focus more then 1 mech onto a target, the additional structure and armor quirks won't make any difference.
So lets focus the outlasting on the part where you can keep up DPS longer. With some minor exceptions the IS ability to provide DPS is directly linked to the heat efficiency of the Mechs. Most of the mechs that were Meta after "the Quirkening" became better because they brought heat generation quirks (among other things). Most of the OP ones got "pulled back in line" by reducing their heat generation quirks.
To provide more balance (IMHO), 2 changes are needed. First: fix heat cap to 70 for all IS mechs. Thats the current equivalent of 16 double heat sinks and feels about right. Second: let all IS double heat sinks, regardless of location dissipate 2 heat per cycle (yes the none engine ones). This enables the IS to bring smaller standard engines without sacrificing "offensive staying power" and generally to keep fighting longer once in range.
This will (at large) slow down the IS and make them really sturdy with standard engines, or give them the edge in brawls and reward them from getting into range. If you want to go fast and fragile you will not have to dedicate that much space to heat sinks and maybe close the speed gap to the clan mechs at the expense of durability. This opens up more options.
This actually scales quite well in bigger battles, too, since the clan side will have a heat induced DPS dip at some point while the IS will run into that a lot later, giving them a sweet spot and upper hand for a short while. They will have losses before that though.
The IS tools to mitigate the clans range advantage (ER PPC, ER large Laser, AC2) are all difficult to use right now because they run too hot and present a huge disadvantage once things get serious. The above mentioned changes would help with that and give clan ER weapons a reason.
The thing missing from the clan side for me is their focus on the 1on1 combat. This is just not represented. The clan mechs can field more heat sinks (less critical slots needed, lighter weaponry) so in the current system they both have higher heat cap and heat dissipation. The lore wants clan mechs to have better heat efficiency so I would not want to touch their dissipation.
I think it makes sense to lower their heat cap though. Fix that to 50. That is plenty of heat cap to take out a single mech, but you will be riding the red line all the time when fighting the second target. I would keep none-engine heatsinks at 1.4 for the clans, tbh. Most clan mechs I played are strong enough as they are.
What does this do to our 2 example mechs?
1.) The Wolverine can run ER Larges to have comparable firepower at long range.
2.) The Wolverine can exploit its higher DPS and heat cap in a short range engagement.
3.) The Stormcrow can dictate the range with its higher speeds.
4.) The Stormcrow has much higher Damage output at medium ranges, where the Wolverine can not use its SRMs.
Bottom line: Both sides have areas of combat where they are better then their counterpart. Thats a certain form of balance.
A few words on Weapon Quirks, since the above part totally ignores those:
From a personal perspective I liked the currently productive quirk system in the regard, that it provided each IS mech with a unique feeling and role on the battlefield. I think that all quirks above 15% were just too much, though. Velocity Quirks aside here. They make no sense anyway (to me). This should stay in with the following changes (if only to keep people happy who spent MC on a mech for a certain role):
1.) Max quirk is 15%. Huginn, Grid Iron, Dragon 1N all get 15% cool down and Heat Generation but a little added gimick in form of higher run speeds to offset the loss in offensive.Will keep em still fun and make em a lot less overwhelming.
2.) Change the ratio between weapon specific and weapon type quirks. 1:1 seems to restrictive in a way that it forces you to use a certain weapon system instead of focussing you on a slot type. My friends and I feel that a ratio of 4:1 makes a lot of sense. In case of the Dragon-1N you would have a 12% ballistic cooldown and another 3% cooldown if you fit AC5s. Enough incentive to use the AC5, but not enough to make it the "ONLY" viable build.
3.) A maximum of 2 quirks per weapon system. You get heat generation and range, but no cooldown. You get cooldown and range but no heat generation. I think you understand what I mean.
These changes are not hard to implement. They use existing tools you have in place and simplify a lot of things because you will have less quirks total, you will make IS construction rules simpler by not distinguishing between 2 types of IS double heat sinks. The fixed heat cap will be a nice distinction point between IS and Clan that will have a direct impact on gameplay without directly breaking lore (too much).
Thanks for reading this far. You probably have questions or comments because I tend to be unclear in my first posts about a topic.
Feel free to ask/comment. I will reply as friendly and explanatory as I am capable of.
Flame away/Discuss!!
Regards -
Clay
Edited by ClaymoreReIIik, 14 September 2015 - 11:11 PM.