Yosharian, on 11 October 2015 - 12:47 AM, said:
You have to remember that in tabletop the Atlas is not supposed to have the same value as a Dire Wolf.
Atlas: BV(2) 1897
vs
Dire Wolf: BV(2) 2712
The Dire Wolf is roughly 50% more valuable than an Atlas. (or 150% of an Atlas' value if you like)
We need good quirks on Inner Sphere (and the weaker Clan Mechs) to bring up mechs like the Atlas to a level at which they can compete with mechs carrying the same tonnage as them.
The number 1 balance problem with the game right now is that quirks aren't being iterated intelligently and frequently enough.
Khobai, on 11 October 2015 - 04:33 AM, said:
Except this isnt tabletop. Because PGI decided to make IS vs Clan 12v12 and make it a 1:1 balance. That means a 100 ton Atlas needs to equal a 100 ton Dire Wolf. That is the only way the game can ever be balanced.
The only way the Atlas and Direwolf can be equal is if the sum of their component parts are equal.
Which means IS and Clan weapons need to be equal. CXL and ISXL need to be equal. Clan FF/ES/DHS and IS FF/ES/DHS need to be equal. Advantages/Disadvantages of battlemechs and omnimechs need to be equal. Quirks can balance some of those things to a degree, but theres a limit to how big quirks can get before they become stupidly lopsided and overpowered.
The quirk system is an interesting idea, and a fun one - but it's not really working well right now. In fact, quirks are causing balance failures. Consider the Clan energy weapons versus the Inner Sphere's: the Clans have a marginal heat efficiency disadvantage on their ER lasers (easily made up by better DHS,) while the Inner Sphere enjoys a sizable efficiency advantage with pulse lasers. The apparent intent is to make the Clans better at long range,while lending the Inner Sphere the brawling and close combat advantage. This idea is reinforced by the differences in Autocannon tech and the amazing speed with which the Thunderbolt 9S was nerfed. Sounds great - but quirks are causing major outliers in this balance paradigm...
Several Inner Sphere 'mechs are able to completely outrange any Clan Battlemech in the game. Some of these instances are intentional, like the
Awesome 9M, but others likely are not: consider the Thunderbolt 5SS, Battlemaster 1S, or the Spider 5v - all of which can make use of substantial general range quirks to exceed the absolute maximum range available to Clan opponents.
Of course, there's more to balancing civilized space against the Adjective Animals, such as engine/customization balance and the ability of some omnis to mount so many tiny lasers and SRMs that they can effectively out-brawl most Inner Sphere 'mechs. The point I'm making is that quirks enable options of such power that there's reason to question whether the performance gap those quirks are designed to cover is a bit too wide.
Of course, that's why PGI is trying their new balance pass - and whether or not adding in the information warfare game systems they're talking about help balance, they're still neat ideas that should be in the game. However, the quirk system should be filling holes caused by "externalities" - hardpoing location, 'mech hitboxes - in an otherwise balanced playing field. Quirks should not be expected to support a clearly inferioir Inner Sphere tech base against the Clans.
Wintersdark, on 11 October 2015 - 08:48 AM, said:
If you choose to run an AS7 with a smaller engine, don't cry when you can't keep lights off your rear.
If a DWF can readily bring it's guns to bear against a light, then for an AS7 with a larger engine and articulated arms it's child's play.
Ayep. Only time you should even think about going for a 300 engine is a UAC/5 dakka Atlas - and I don't recommend the build.
Edited by Void Angel, 11 October 2015 - 03:02 PM.