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So in other words just flip the batttech world since the Clan mechs are supposed to be faster, hit harder at longer distance and take more of a pounding due to Endo and FF. Yeah great idea. Once again, you want something like that then remove the IS mech lab and force them to run stock builds with the structure quirks and go 8/10 vs 12.
First of all, I can't care less for lore fanboys. We're not in a single-player Mechwarrior here. All players must be equal. Period.
8/10vs12 wont do ****, because in Public queue there's no IS/Clan separation, thus player ratio is inapplicable. Besides, this pathetic "solution" is nothing but an open surrender to the imbalance, rather than an attempt to reach it. Completely witless.
Doubling the internals for IS is not flipping the battletech world. It's but a step to give larger and less mobile IS mechs better standing power, and for both sides to use crit-modified weapons.
Reducing base heat capacity is not flipping the battle techworld either. TT has base 30 heat capacity, while heatsinks provide dissipation. MWO has doubled heat capacity for majority of mechs (250 rate engine, DHS and double basics = 60 heat capacity), while dissipation rates remained the same, except for external DHS that, funny enough, were nerfed. That alone makes brawling and skirmishing meaningless, while alpha-strike cover-wars is the only way to fight effectively.
Ghost Heat is a concealed mechanic, and it's values are not displayed anywhere in the game. In effect, it is a heat capacity nerf with redundant particularity. It has to be cut out like a smeary tumor.
Finally, I don't give a damn about what Clan mechs "supposed to do". A mech is a single unit operated by a single player. Different mechs might play different roles and intended for different playstyles. The sole purpose of having a wide choice of mechs, is that they has to be different. But a particular fraction of mechs are not to be plainly better in most regards, this is pure and obvious imbalance. Clan mechs might have a larger choice of better weapons and have better equipment and be mobile and nimble, but they has to pay for each of those in one way or another.
With these changes in effect, we might consider making Clan mech quirked in similar magnitude as IS mechs. Other than that, a clan player has to consider paying some scary bills for a fully outfitted and upgraded mech, has to consider tricky heat management and harder-to-master mechanics for better and lighter weapons, and has to consider more brittle mech if it has to go fast and to have more advanced components.
Edited by DivineEvil, 26 October 2015 - 08:44 PM.