AEgg, on 20 September 2015 - 10:16 AM, said:
You missed my meaning on the first point. The idea is that we want clan and IS to be balanced, but we don't want to do that by making them more similar, we want to do that by making them more different. Your suggestion is just to make them more similar. And once we start down that path, achieving balance will mean moving closer and closer until clan and IS mechs do play the same way.
Moving omnipods is completely unrelated to the choice of STD or XL engine. Your locked engine affects all of the omnipods, since each variant has the same engine, so regardless of which ones you use their usefulness is still largely dictated by your engine type and size. I'm assuming you realize that you can't swap omnipods between mechs, but your post is worded to suggest you don't realize this.
The Orion and Timberwolf are a bad comparison simply because the Orion has mediocre hardpoints and a huge profile. It's much like comparing a Dragon and, well, any other heavy. The Dragon simply needs buffs because it's base design isn't very good.
IIC mechs are indeed a problem, but everyone knows that. If we are balancing mildly superior clan weapons by removing customization and penalizing the mechs that are "right" stock, then IIC mechs need to be handled differently. Most likely, with blanket negative quirks. There aren't very many of them, after all.
But here's where your problem is:
One, it's not a programming or manpower issue if we change a property of the XL engine itself, not the mechs you put it in.
Two, it's not an easier kill if that engine provides significant bonuses in exchange for the lower durability. Right now, pretty much everyone agrees the weight savings usually are not significant enough.
Going off the numbers I provided doesn't do anyone any good. Numbers are easy to tweak. Lets just do this to see if the idea holds water:
IS XL provides (.5xMechTonnage)% heat reduction,
(1xMechTonnage)% faster twist speed
(.25xMechTonnage)% faster weapon cooldowns
(MechTonnage/25 rounded up) extra internal heatsinks (built-in)
For all mechs over 35 tons, non linear scaling would probably be better, but linear is much easier to write out for sake of explanation.
So a KGC that took an XL would get 50% heat dissipation, double twist speed, 25% faster weapon cooldowns, 4 free DHS, and of course the tonnage savings. I'm thinking that would be more than enough to make an IS XL a viable option for heavier mechs.
So we just would need to tweak the numbers to find out what the buffs should be and what sort of scale to use so that we find an amount that makes IS XL viable for heavier mechs without making it the only option (as would be the case if we added significant surviveability buffs to it).
So you run an XL in your King Crab? I didn't think so. So forcing clan assaults and heavies to take an XL that effectively kills them when a side torso goes is not a workable solution.
No one on the IS side uses XL engines in bigger mechs right now, yet that's EXACTLY where the disparity between clan and IS lies, particularly with engines. Heavier clan mechs always use XL, and IS mechs never do. We know why IS mechs don't use XL, it's not worth the risk. So lets make it worth the risk, in some way that doesn't make it the only choice (which, lets be honest, anything that allows surviving ST loss would do).
Edit Edit: I guess I should clarify, we COULD balance clan XL by making clan mechs die to ST loss, but we'd need to blanket buff heavier clan mechs to make up for it. I'd rather buff the IS XL than clan mechs using an XL, wouldn't you?
Again allow me to address each case in point.
Clan mechs and IS mechs are more similar than different. The game mechanics dictating how mechs function is identical.And I am coming from a strictly game mechanics stand point.
It is blatantly poor design to have a faction that is superior to another and expect them to be competitive against each other.
So let's say we "ballance" clan vs IS by focusing on the differences between the two.
So let's annalyze what differences there are.
Since all mechs use the same rule set for moving,armor depletion and taking damage all mechs use hardpoints divided by weapon types.and all mechs have a heat and cooling mechanic it is obvious that the core mechanics apply equally to clans and IS.
So what are the differences.
Omni pods for omni mechs (as much a benifit as a hinderance if not outright more benificial)
Fixed structural ellements for Omnimechs (one down side I can find)
And superior weapons
Superior Endo / ferro DHS
No penalty XL engines
Looks like focusing on the differences illistrates how much the clans need ballancing if we are to expect IS mechs to directly compete on a one for one basis.
So how do we ballance based upon differences? I can't see any way to do this without nerfing clan tech into the ground so it's different in very negative ways to compensate for all the other construction based bonuses the clans have including most of all the no penalty CXL engine of free extra tonnage at no cost to durability.
I don't want to have all my clan weapons nerfed to gauss rifle levels of annoyance.I play both faction as a Merc my Merc corp can take contracts on either factions behalf.
Now about omni pods.
Your claim was Clan mechs lack choices and I'm calling you out on that being a pile of crap. You are fixed on endo steel ferro fibrous and engine size. However it is outright misleading to claim that having a 375 XL engine is in any way detrimental to the Timberwolf.
Engine size dictates speed and torso twist speed. The use of the 375Xl with clan endo and ferro is pretty much as ideal a mech build you can hope for in a heavy mech.An inner sphere mech would need to give up a great deal of durrability to match the Timberwolf in agility.The Timberwolf also has more non structural tonnage available than an equal tonned IS mech (Orion is our only IS 75 tonner until the Black Knight and Marauder) that chooses not to run the suicide engine.Just because the Timber has preassigned an awesome engine and capped out it's internal DHS is not what I call a massive disadvantage.
In trade for having locked engines structure armor and DHS you get mix and match omni pods to optimize the mech to whatever role you choose for it.The same Timber that was a Gauss + laser monstrosity can be a laser + SRM brawler or an AC + LRMs.Want some jumpjets on that Timberwolf or Direwolf just slap on the pods.
Let's say I find I completley addore the Black Knight but I am also predisposed to SRM use or Autocannons.Well I am now forced to pilot an orion to get those weapons.A Timber just swaps the pods.
An finaly You master one Omnimech type and it doesn't matter what pods you put on it or what role you optimize for it's still one mastered mech type.An IS pilot would need to master several chassis to get access to the hardpoints and configurations they may want.This is an often overlooked bonus of omnipods.Clans need to master three chassis and they are pretty much set for any role that weight class may need filled.IS pilots need 6,9 even 12 to get the same level of flexability.
So no I do not feel locked equipment is such a huge burden.The benifits are are off the charts in compareson.
Locked structure ellements in exchange for plug and play hardpoints,Non suicidal XL engines,Half crit space Endo steel and vastly superior weapons.
So you say the Orion and the Timberwolf are a bad match? Currently they are the only counterparts we have for 75 tons mechs.Hence the reason I choose the Orion.The Black Knight is coming up soon and it has even worse problems in a compareson due to also having no choice about weapon class to use (all energy).
But please pick any Inner Sphere heavy and I can still validate my point with the added benefit of the timber having an outright tonnage advatage with it's higher armor cap.
We agree on IIc mech so....
Onto your suggested XL engine buffs.
You could give an IS mech 200% cooling efficency if you like it won't matter because the limiting factor of weapon cooldowns is what your damage is based off until you reach your heat cap.
Most mechs can sustain at least two full alpha strikes and the really good builds pump out three or four.Assuming the average weapon cycle time is 3.5 seconds this means that a well built mech will be able to alpha three times in 7 seconds (0/3.5/7 second) If that mech can not survive for at least 10.5 seconds then any amount of absurd buffing makes no difference.
And guess what? an XL equiped mech (in particular heavy and assault mechs) won't last 10 seconds under fire.
I routinly run a Stormcrow that puts out 52 firepower in a single alpha and I can fire 3 alphas back to back (one more if I pop a coolant) This is easily enough firepower to take out the side torso of anything in under 10 seconds.)
As long as it is possible to destriy a mech with an XL engine in under 10 seconds (even in theory) no amount of buffing cooling will matter because it's irrelivent if it is never used.
So let's see we would need to give IS XL engines massive cooling efficencies and massive weapon cooldowns to compensate for the fact that ONE: you will be allive for about ten seconds with an XL on a larger mech. TWO: the cooling only kicks in if you get to fire more than twice so you need really high weapon cooldown quirks.
And you added in twist speed? I assume this is to facilitate damage spreading? great you added 6 seconds to your survival times on average at the cost of weapon accuracy.Your clan counterparts still survive having half a mech blown off.
This is starting to look far more complicated than my proposal.
1) Increase the lethal engine crit hit nimber to four.
2) The first three engine crits apply a heat penalty that is accumlative.
Even with this the clans come out on top because loss of a side torso is only 2 of the 4 engine hits needed to destroy a mech and has accumulated 2 heat penalties.Meanwhile the IS has lost 3 of the 4 engine crits from losing a side torso needing only 1 more to be destroyed and has accumulated 3 heat penalties.