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Making Is Mechs Tougher Vs Clans, But Not Violating Lore.


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#1 Hans Von Lohman

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Posted 17 October 2015 - 01:40 AM

Weapon quirks are actually making IS mechs work on Clan levels of power. You can look at it all you want, but that is what they're donig. We're all running around in Clan IIC versions of the IS mechs.

I think we can make an IS vs Clan mech fight more fair without quirks buffing up power levels to Clan levels by making the IS mechs just last longer against them.

And they're going to use low technology to do it.

Make IS weapons and equipment installed inside the mechs a lot tougher than Clan equivalents because they're lower tech = more durable, and then get rid damage being applied to both the structure of a location AND weapon that is hit (they have hit points too in MWO, and they stop working when they run out).

Even more, don't allow damage to overflow from destroying a bit of gear and onto the structure itself, either, just to give the mech a bit more durability.

Instead, turn the gear inside a mech into a sort of pseudo-hit points for the mech as a whole, and give the IS versions of things a lot more hit points than the high tech, compact clan versions.

Then maybe the game will stop feeling like going from armor, to no armor, to blown off location into having armor, no armor, destroyed gear #1, destroyed gear #2, then lose the location as a whole.

Chances are that an IS mech side torso with 2 large lasers and 2 double heat sinks (total of 10 crit slots) with 15 hit points per item (the value currently on the PTS) will be more likely to be hit a lot on the gear and less on the structure than a Clan Equivalent (total of only 6 locations), which also only have 5 hit points per item.

The main balance is to ultimately get it so that an IS and a Clan mech blasting away at each other more or less die at about the same time. That is the goal.

Edited by Hans Von Lohman, 17 October 2015 - 01:46 AM.






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