FrontGuard, on 08 October 2015 - 07:55 AM, said:
Think about it guys...
What you are saying is you want every mech to be the same by class but just look different.
that would suck and you would Rage against it.
If you want to fight... at least pick something worth your time. balance is Not worth any time right now.
Much bigger fish.
There is balance to the extent that similar mechs are similar but not identical. There is Clan tech vs IS tech. And after much time and consideration, the video games for Battletech/Mechwarrior needs to step outside the boardgame rule book and lore to bring a resemblance of a balanced game.
1. Base/core rules need to be expanded upon - PGI has partially done that in extreme positive way with Heat Sinks and Heat Scale but failed to bring in any the balance to that, the negative effects except when exceeding max heat scale. PGI has also many other changes listed elsewhere in this thread.
A. Heat Scale Cap - PGI version is base 30 + number/type - SHS or DHS (engine+ external)
B. Heat Sinks - SHS = 1.0 / DHS 2.0 engine + external DHS 1.4
C. Heat Scale Cap - negative effects from shutdown to shutdown damage to CT vs override+continue moving/other actions to damage to random location.
D. No other negative effects to balance, slow mech speed, lower mech agility, ammo explosion-optional but not necessary and more than one shutdown threshold points-optional but not necessary.
a. Without intermediate effects a pilot can continue firing and moving at full speed with no need to worry about mech slowing down and becoming sluggish which would result to mech becoming an easier target.
E. Criticals - Board game rules all items are capable of being crit
a. PGI there are crit hits with each item having Health Points, so one crit hit does not necessarily take out an item, unless it is ammo/gauss rifle and the crit results in ammo explosion.
b. Items that are not crit or if crit (crit padding) does not have any affect on a mech performance: gyros, life support, cockpit, actuators, ENGINE
Engine are a big one. For Standard (currently only IS) CT needs to be destroyed / IS XL CT or one side torso has to be destroyed. For Clan XL, CT or both sides has to be destroyed. With Clan XL PGI made the mech operate with a heat penalty with the loss of one side torso to simulate the loss of 2 ST engine crits.
With this being a simulation or FPS game that currently the only random effect is ammo crits and overriding shutdown random component damage and weapon fire is point and shoot some things should change.
2. Destruction of side torso for IS XL engine should not destroy the mech but it should have greater heat penalty than Clan XL ST loss penalty.
3. Add 2-3 intermediate thresholds to the Heatscale that would affect a mechs speed and agility. For game purposes the higher up the heat scale a mech was, the more sluggish the mech became while also causing potential health problems for the mechwarrior (consciousness rolls).
As noted, there needs to be a more solid foundation for heat effects in game, as well as what happens when a IS XL is damaged vs when a Clan XL is damaged (one side torso destroyed). After that weapons, sensors/info systems and chassis can be worked on and tweaked.
And once PGI conducts several more of its PTS and that eventually goes live, I do not see the IS mechs having as many high percentage quirks as this bunch currently has. That would leave IS mechs trying to field mechs with almost same amount/level of weapons as Clans, as well as similar speed while being more fragile, or running a stock engine, running slower, fewer and lighter weapons.
Edited by Tarl Cabot, 08 October 2015 - 09:45 AM.