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Formulaic Quirking?


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#1 MechaBattler

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Posted 11 October 2015 - 04:33 PM

When Russ mentioned that they were taking everything into account. I didn't think it would boil down to "Structure quirk heavy", "Performance quirk Heavy", and "Infotech quirk heavy". Filling some vague "roles" that we weren't even entitled to know about.

Why not decide structure/armor quirks by the actual surface space exposed by each individual hit box? It would on mechs like the Orion, where one shoulder has a ball joint, the other has a massive protrusion that just screams shoot me.

Weapon quirks should be based solely on hard point location, hard point type and number of said type. So something like 3 hard points, 1 of each type, with one arm mounted would probably warrant a good amount of quirks. If it's possible to code, I would even go so far as to assign quirks to individual hard points. A mech might have 2 high mounted hard points and then 4 lower mounted ones, people would likely fit the largest weapons they can on those two high points.

Performance is a little more tricky. Perhaps partly based on max engine size, whether it has masc and jump jets.

Not really sure how to determine infotech. That one might be all on devs.

Assuming the numbers are tweaked right and weapons balance takes a few more passes. It might make it easier to assign quirks. And make it easy for players understand. X mech gets less structure quirks on it's side torso because it has a smaller surface area and then you have the math to back it up.

#2 Chuck Jager

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Posted 11 October 2015 - 05:29 PM

You forgot the main reason - Clan vs IS tech

the original balance mechanisms of heat and duration do not make up for the weight and range differences

The question would be what weapon quirks/nerfs would be needed if you took the best chassis ACH, Scrow, Hbringer, Twolf, ans Dwolf, Whawk/Stalker and outfittefd them with tech from both sides. (note weapon quirks/nerfs will still exist. Phase 1 was a quirkless test that folks mis-read.

Once the tech was balanced then you could balance chassis design. Structure quirks would probably be shared amongst chassis and tech balancing.

If the 2 ton cguass. 1ton 440m range cermals, clplas and clan XL are not brought into line, we should just shift the %50 weapons quirks to armor, structure and speed for IS except for Firestarter and Stalker.

I do agree with you that individual Chassis do need to specific love, and I think that the devs have addressed this amongst the piecemeal info we have been given.

I have zero idea how to balance the "Clan are supposed to be better" other than continue to play the same clan mechs.





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