The premise is simple: allow the Clans to retain their awesome firepower while also bringing the Inner Sphere up to a competitive level. Before the meat, some background.
Background
What's it like fighting the Wolf? Imagine lightning on legs, or an earthquake with arms, or catastrophe with genius, or just pure hell on wheels.
Clan mechs have always been overpowered in Battletech, the game upon which MWO is based. Veteran Battletech players will tell you as much. BattleValue, the points system that attempts to place a number on how powerful each mech is, helps alleviate this problem somewhat, but isn't perfect.
MWO's main problem is that it doesn't really balance via tonnage or some kind of points system currently. Instead, it uses a balancing system which assigns arbitrary 'classes' to mechs and divides them up into groups accordingly. So two mechs which are barely different at all in terms of firepower, armor, etc., can end up completely different balance groups.
Example: the heavy Quickdraw versus the medium Shadowhawk. The QKD has a 5 ton advantage over the SHK, which gives it an armor and firepower advantage. However, there are drawbacks to being in a larger weight class; for example, the QKD's jumpjets are twice as heavy as the SHK's! However the main issue is that, being a heavy, the QKD is essentially expected to perform against other Inner Sphere heavies that completely outclass it due to superior tonnage. This is without considering meta advantages such as high hardpoints, which will be dealt with separately.
So in order to begin balancing the game, we must address the way players play the game, which is to take the heaviest mechs in each weight class, currently. They are forced to, if they wish to remain competitive. Thus, the lowly QKD remains more or less consigned to the dustbin. (Quirks, yes. Will address this later)
Once all mechs are made at least a little bit more viable by rethinking the current matchmaking/group system, weapon systems, modules, equipment, etc must all be balanced globally. We do this by looking at what dominates the current meta, or taking weapons and equipment that are known to be successful, and balancing other, under-used items against them.
Lastly, we take a look at each mech chassis in greater detail and decide what it brings to the battlefield: role warfare.
There are other details, but you get the idea. Therefore, onwards to the balancing!
Part 1: Matchmaking
Do not judge yourself by the friends you have, but by the enemies you make.
Group system changes:
Groups will be balanced around the following system:
12 man groups have the following tonnage limits, based on these calculations:
- 3 assaults weighing 90 tons each;
- 3 heavies weighing 65 tons each;
- 3 mediums weighing 50 tons each;
- 3 lights weighing 25 tons each;
For a total of 690 tons per 12 man group. These calculations favour Mediums, having a greater weight allocation in terms of min-max weight compared to Heavies. They also put a strain on Light tonnage: taking 3 Arctic Cheetahs is fine, but your teammates will have to take lighter mechs to compensate.
These numbers are easy to change based upon your own interpretations, but essentially the idea is to balance big groups around tonnage rather than arbitrary weight 'classes' (a stupid idea in the first place, but in the weight class system cannot simply be removed, unfortunately).
Smaller groups will have similar tonnage limits based on the above calculations. If players drop in groups that are significantly under the limit that's their choice, but that is just the drawback of this system. The matchmaker can of course weight these specific under-tonned groups lower when matching groups, in order to help this somewhat.
Another idea that I have heard floated around is to change the 3/3/3/3 dynamic but I'm unsure how effective this will be. Plus it really sucks if you're an Assault pilot and you get shafted with low Assault limits when you group with your buddies, for example. So I decided not to investigate this idea.
Part 2: Weaponry and equipment
In Clan politics, success has more to do with speed, persistence, and aggressiveness than with less important qualities such as intelligence, morality, and soul.
Clan Lasers vs Inner Sphere Lasers
- Clan tech should be long duration, long range, high damage, high heat.
- IS tech should be low duration, low range, medium damage, low heat.
This gives MWO Lasers a distinctive flavour. Clan tech beats IS tech in long-to-medium range trading. This is as expected; the Clans should dominate this kind of combat. When it comes to protracted engagements, Clans should suffer somewhat from their hot weapons, while Inner Sphere remain cool. Additionally, when playing poke-me-gently around corners and hill-humping, the Inner Sphere low duration helps them deal with the Clans' absurd range advantage. However, overall the Clans will always dominate generally speaking when it comes to Lasers.
The Clan Extended Range Large Laser
Currently this weapon is in a bad spot because it is far weaker than its cousin, the C LPL. It just needs a little tweak to give it a bit more potential in its natural role.
- Duration reduced to 1.4 seconds, down from 1.5
- Range increased to 780, up from 740
The Clan Large Pulse Laser
Compared to other weapons, the range on this weapon is too large. Consider the following figures:
IS SPL: 110 range; IS MPL: 220 range (double SPL); IS LPL: 365 range (triple SPL + 35)
C SPL: 165 range; C MPL: 330 range (double SPL); C LPL: 600 range (triple SPL + 105)
The 105 figure stands out. Why this arbitrary 105 stacked on top of a reasonably good formula? This is essentially triple the bonus that the IS LPL gets (35). If we compare the IS/C SPL ranges, we see that the clans get a 1.5x range bonus. Therefore the linear bonus applied to the IS LPL (35) should be multiplied by 1.5 when determining the C LPL's range.
- New C LPL range = (165 x 3) + (35 x 1.5) = 495 + 53 = 548.
Particle Projection Cannons
PPCs at the moment are in a better spot than they used to be, but still need work. For starters, heat values across the board must be reduced. These weapons are far too hot and currently only work on certain mechs which have heavy energy/PPC generation quirks and velocity quirks. These crutches must be removed and the weapon made viable across all mechs. Currently these weapons are absurdly bad compared to Large Pulse Lasers in almost all situations, especially on Clan mechs.
- Heat reductions: IS PPC 9 (down from 10), IS ERPPC 13.75 (down from 15), C ERPPC 13.75 (down from 15)
- Velocity buffed to 30% of current values: IS PPC 1430, IS ERPPC 1560, C ERPPC 1560
Clan Ballistics vs Inner Sphere Ballistics
Clan Ballistic weaponry is considered sub-par because of its chain-fire aspect. PGI must decide whether it wants to retain this flavour or dump it.
If it dumps it, Clan will have a viable alternative to Lasers when looking for pin-point damage.
If it retains it, the Clans must be given some kind of incentive to use these weapons. I suggest a simple heat drop across the board, say 5-10%. This will give the Clans a bit of breathing room when they are trying to deal with their absurdly hot energy weapons.
Furthermore, Clan Ballistic tech should begin cooldown cycles immediately after firing the first projectile, instead of after the final projectile as it currently works. This is an unneeded and unfair penalty for the Clans.
Clan Gauss
Clan Gauss is in a powerful position right now because it is a perfect complement to the Clans' hot laser weaponry. This means it needs to be considered separately. Clan Gauss needs to have some kind of balancing factor imposed on it. I suggest a small penalty on the charge up mechanic, perhaps 0.25-0.5sec or so. I also suggest a small penalty on ammunition counts, with Clan Gauss ammo being 9 shots per ton, down from the previous 10. These are small changes that will subtly reduce the effectiveness of the C Gauss without making it crap. Clan pilots will have to aim for slightly longer and be slightly more careful with their ammunition. I know for a fact that this will help balance competitive Clan builds because they are frequently very tight on ammo. Summary:
- penalty on charge mechanic: 0.25sec-0.5sec
- ammo/ton reduced to 9, down from 10
The Infamous AC2
The AC2 is one of the worst weapons in the game currently. It is too heavy, too hot, and deals too little damage. Statistics:
IS AC2 - 2 damage - 1 heat - 0.72 cooldown - 720 range - 1 slot - 6 tons - 2000 speed - 75 ammo/ton
If we compare it to the very successful AC5:
IS AC5 - 5 damage - 1 heat - 1.66 cooldown - 620 range - 4 slots - 8 tons - 1150 speed - 30 ammo/ton
Let's examine the AC2's advantages:
- cooldown: irrelevant because the AC2 is too hot to fire for long periods
- range: mostly irrelevant because most ranged combat happens around the 600m mark
- speed: its best attribute by far
- ammo/ton: second best attribute
Now let's examine the AC2's disadvantages:
- damage: piss-poor damage compared to the AC5
- heat: same heat as the next weapon up in its class!
- tonnage: only 2 tons less than the next weapon up in its class!
Proposed changes next to old values, with AC5 for comparison:
IS AC2 - 2 damage - 1 heat - 0.72 cooldown - 720 range - 1 slot - 6 tons - 2000 speed - 75 ammo/ton
IS AC2 - 2 damage - 0.6 heat - 0.72 cooldown - 720 range - 1 slot - 5 tons - 2000 speed - 65 ammo/ton
IS AC5 - 5 damage - 1 heat - 1.66 cooldown - 620 range - 4 slots - 8 tons - 1150 speed - 30 ammo/ton
By nerfing the ammo/ton slightly and buffing the tonnage and heat, we make this weapon what it should be - a light autocannon that packs a small punch at long ranges and can actually be fired for more than 5 seconds. Pilots must be a little more careful with ammunition in order to balance this. Similar changes can be made to the Clan range of AC2s also.
The AC10 and LB 10-X AC
LB 10-X AC:
- Cooldown reduction to 2 seconds, down from 2.5 seconds
- Max Range reduction to 620m, down from 1620
- Ammo/ton increase to 20/ton, up from 15/ton
- Heat reduction to 1.75, down from 2
The LB 10-X AC loses its absurd range in favour of much-needed buffs to make it a close combat beast, being cooler, faster to fire and having a more durable ammo count.
AC10:
- Ammo/ton increase to 21/ton, up from 20/ton
- Heat decrease to 2.75, down from 3
This gives the AC10 its niche - a smaller version of the highly-successful AC20 with a more durable ammo count and less heat.
LRM, Artemis and TAG
LRMs need to be completely revamped. They are an awful weapon system currently because they are either devastating against vulnerable mechs or completely useless in direct fire engagements, especially when ECM is in play. For a look at how ECM could be changed, see my other thread titled 'True Information Warfare'.
- LRMs at short range (under 300m): same speed as SRMs, increased to 300, up from 160. Hitbox targeting nerfed slightly (15% less CT hits)
- LRMs at medium range (300-500m): speed increased to 210, up from 160
- LRMs at long range (500m+): speed reduced slightly to 150, down from 160. Hitbox targeting improved slightly (15% more CT hits)
This gives LRMs some much-needed buffs in close-to-medium range combat, where they are currently almost useless. In order to balance this, LRMs launched at close ranges will hit non-CT hitbox locations more often.
- LRM ammo count improved to 200/ton, up from 180/ton
Currently LRM users have to take ridiculous amounts of ammunition in order to avoid running out.
- LRM20: heat reduced to 5, down from 6
The LRM20 currently has no reason to exist: the LRM15 outclasses it in every respect. This gives the LRM20 some much-needed love, allowing it to exist in a niche - having the same heat as the LRM15 but more firepower.
- LRM short-range penalty removed across the board
- When fired without locks, LRMs behave like SRMs
There is absolutely no reason for LRMs to have this penalty. It's completely unnecessary. LRMs are not bloody artillery. LRMs can be dumb-fired without locks with the same projectile behaviour as SRMs, essentially making them low-damage SRMs at this range.
- Artemis causes LRMs and SRMs to travel at 1.5x speed
Giving Artemis a reason to exist with regards to LRM users, and buffing SRMs significantly. Artemis is a very costly upgrade currently and it's almost never worth it.
- TAG laser is completely invisible to the enemy
Currently TAG is in a very poor spot. It's never taken by Lights, and small wonder - the bloody laser instantly gives away your sodding position! TAG should be a deadly and feared piece of equipment when combined with LRM support. Additionally, when used by certain Mechs (for example the Raven), using TAG could add a bonus to overall target retention, or other interesting quirk effects.
AMS
AMS needs huge buffs as currently it is almost useless unless taken en masse.
- speed increased to 500, up from 100
- range increased to 180, up from 120
- tonnage reduced to 0.25, down from 0.5
- rate of fire increased such that AMS can handle twice the current incoming fire
- targeting priority system: NARC/STREAK > SRM > LRM
- extra targeting modes: Solo (only protects self), All (all hostile missiles), Non-tracking (only SRMs)
Machine Gun
- damage increased to 0.09, up from 0.08
- range increased to 300, up from 120
- speed increased to 1300, up from 100
- IS MG tonnage reduced to 0.25, down from 0.5, in line with C MG
Without looking at crit-seeking behaviour as I think that is incredibly difficult to balance without access to hard data, the Machine Gun needs to have a better general role currently as it is almost useless. A small damage increase together with huge speed and range buffs will allow the MG to actually have a purpose on the battlefield besides giving a lucky ammo crit once every two months. Tonnage savings allow IS MGs to compete with other useful equipment, instead of being dumped in favour of a few extra heatsinks.
Flamer
- heat reduced to 0.1, down from 1
- incremental heat mechanic removed
- tonnage reduced to 0.5, down from 1, in line with C Flamer
These changes allow the Flamer to be actually useful, instead of setting your own mech on fire. Remember that a Flamer has a max range of 90.
STREAK SRM
Clan Streaks are in a good place right now, despite the fact that when boated on a certain mech they can seem extremely strong.
- IS STREAK SRM 2: heat reduced to 1, down from 2
Throw Inner Sphere STREAK users a bone, I guess. I don't really care about this weapon system if I'm being honest, as I don't the concept of randomly-located close combat damage, and I strongly dislike the idea of a 'remove Light mechs from game' button as it introduces a 'feast or famine' situation for Light pilots.
Ghost Heat
Ghost heat aka 'firing more than X amount of this weapon will result in extra heat' is a reasonable attempt at balancing the insanely powerful alpha strikes that MWO can produce. Contrary to most players, I think it's actually in a pretty good spot right now. The only thing I think should be changed is that ghost heat should become an integral part of the balancing system for individual mechs. Will touch more on this further down.
Jumpjets
Jumpjets need a complete overhaul based on the following rules:
a) Jumpjets are no longer grouped by weight class, but instead derive statistics directly off the mech's tonnage (gradually improving statistics as tonnage increases)
b] Jumpjets should allow mechs to make decent jumps across the board (i.e. should be able to scale similar obstacles/buildings)
c) Mechs that must not jump too high for balance purposes (e.g. Dire Wolf) will receive negative quirks to enable this, and certain mechs may receive jumpjet quirks (including extra rotation speed for example, not just straight up 'jump higher' bonuses) as bonuses to allow them to compete competitively (e.g. Nova, Summoner), especially mechs with locked Jumpjets (e.g. Executioner)
d) Broadly speaking, Mediums, Lights and Heavies currently jump adequate distances/heights; Assaults need roughly 25%-30% more thrust based on existing behaviour
e) Jumpjets should have behaviours depending on tonnage: Light jumpjets should be fairly high thrust (15% better thrust) but slightly shorter (10%) burn times; Medium jumpjets should be more or less how they are now; Heavy jumpjets should have slightly longer (10%) burn times; Assault jumpjets should have significantly longer burn times (30%) (these behaviours gradually become stronger as tonnage increases rather than being arbitrary ranks, I only give distinct numbers with with classes to give you a better idea of the behaviours)
f) Leg damage for Jumpjet-capable/equipped mechs needs to be lowered (10%) as these mechs are designed to withstand more fall damage, and leg damage from falling needs to be lowered across the board (30%)
The maths behind rule a) requires access to specific data (namely thrust values) that I do not have, but essentially can be summed up like this:
- Take all values for jumpjets for all mechs after tweaking for all other rules stated above and normalize them across the board such that there are not jarring differences between mechs. A Shadowhawk should not have jumpjets that are twice as light as a Quickdraw's, for example. Instead these values should change gradually in reasonable increments (say 0.25 tons) as Mech tonnage increases.
No need to elaborate further as this is extremely simple when you have access to all the relevant data - 10 mins work at most. Of course it's significant work to implement within the game, but there you go!
Modules
- Radar Deprivation: 'you have been targeted' alert removed, moved to Beagle Active Probe/Clan Active Probe instead.
- Capture Accelerator: increased cap speed by 50%, up from 15%
- 360% Target Retention: increased range to 350m, up from 200m
- Shock Absorbance: increased damage reduction to 70%/60%/50%/40%, up from 35%/30%/25%/20%
- Sensor Range: changed name to 'Advanced Sensors'; increased sensor range bonus to 25%; added increased targeting speed bonus (time to get red dorito) of 25%
- Speed Retention: increased to 50%, up from 30%
- Hill Climb: reduced slowdown bonus increased to 75%, up from 10%
- Improved Gyros: almost completely (95%) removes screen shake caused by enemy fire, used to be 'reduced screen shake'; reduced reticle shake (25% less sway) caused by jumpjet thrust
Equipment
Single Heat Sink: increased heat dissipation to 0.11, up from 0.10; increased heat capacity bonus to 1.1, up from 1.0 (could be better bonuses but not enough data available to make that judgement yet, but the idea is to make SHS slightly more viable for niche/crazy/fun builds)
Beagle Active Probe: tonnage reduced to 1.25, down from 1.5
Command Console: tonnage reduced to 1, down from 3
Guardian ECM/Clan ECM: range reduced to 165, down from 180
IS Ferro Fibrous: occupies 12 critical slots, down from 14
Engines
Clan XL is a sore point for many Inner Sphere players and it's one of the Clans' most powerful assets. However, I don't want to spend too much time on this as I feel it's a problem that can be solved fairly easily simply by introducing the Light Fusion Engine which, technically speaking, was introduced in 3062.
Introducing this engine which has a 75% weight saving compared to standard (normal IS XL is 50%) would basically settle this problem, in my opinion.
Part 3 - Mech Chassis Quirks
True warriors do not follow paths, they make them. It is not just their desire, it is their nature.
Quirks are a great way of raising poor mechs up to the level of their meta counterparts, and play a vital part in giving each mech a place on the battlefield. I think the following rule should be applied: avoid giving mechs quirks which only influence specific weapons. Example: the Dragon 1N should have generic ballistic quirks instead of specific AC5 quirks. Secondly some quirks need to be reigned in as they are far too strong.
I'm going to mostly address chassis' rather than variants as I feel it would take too long to individually detail each variant that is underperforming, and PGI have shown that they're working on that area anyway. These are the mechs I think need to be changed:
The Inner Sphere
Spider - needs some durability quirk love to make it a harder to leg, and some heat gen quirks
Jenner - needs durability quirks for its barn-sized CT
Raven - HUGINN needs a slight nerf, maybe knock 10% off that SRM speed
Kintaro - needs some durability/agility quirks
Wolverine 6K - needs a slight nerf on its LL quirks (5% or so)
Dragon 1N - AC5 quirk needs retuning, try 30% (total, down from 50%) as a starting value and work from there
Catapult - needs existing quirks made stronger and its massive ears need to be looked at
Thunderbolt 5SS - MPL range needs to be reduced to 30% (total, down from 50%), heat gen reduced to 13% (down from 15%)
Cataphract - needs some agility quirks to help it work around its gorilla arms
Orion - needs to be directly buffed to compete with the Timber Wolf; needs a ton of buffs in almost every area but especially agility since it has none of those
Awesome - needs stronger durability and mobility quirks, turn this mech into the monster brawler it deserves to be; allow the Awesome to fire 3 PPCs/ERPPCs without ghost heat penalty
Victor - needs heat gen quirks
Highlander - needs stronger agility/mobility quirks and more buffs in the weapons department, again this mech should be a devastating brawler but it's just sad
Atlas - needs a ton of durability and agility/mobility quirks to turn this thing into the tanking monster brawler it should be; the Atlas should be the close range fist that counters the Dire Wolf's strength at medium/long range
The Clans
Mist Lynx - needs more NARC bonuses since that is what it is best at, similar to the Raven 3L; hardwired Clan Active Probe needs to be made removable
Cheetah - needs all structure bonuses removed and some laser duration penalties; doesn't need heat gen penalties IMO
Kit Fox - needs to have better energy heat gen quirks so it can spam lasers while hiding next to the big boys
Adder - mobility/agility so it can peek over hills and blast people with PPCs/lasers more effectively
Ice Ferret - needs to have similar energy heat gen quirks to the Firestarter and be very mobile/agile
Nova - desperately needs stronger heat gen quirks
Stormcrow - needs to have slight heat gen penalties and to keep its current laser duration penalties to impact its most powerful builds, don't touch the agility as for me that is what gives the SCR its 'flavour'
Mad Dog - needs god-like missile quirks and better mobility/agility so it can reposition a bit more effectively
Summoner - needs stronger all-round quirks, this mech just needs a lot of love because of its crap hardpoints, jumpjet quirks as previously mentioned are a possibility
Timber Wolf - same as SCR, needs slight heat gen penalties and to keep its moderate laser duration penalties, don't touch the agility
Gargoyle - needs some moderate laser quirks to make it a bit better at vomit/ERSL spam
Warhawk - more agility/speed to differentiate it even more from the DWF
DWF - just needs slight heat gen/laser duration penalties
Executioner - same as Gargoyle
And that's it.
Edited by Yosharian, 19 September 2015 - 03:32 AM.