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There Will Be No Is-Clan Balance As Long The Xl Engine Issue Is Not Adressed!


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#161 Ialdabaoth

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Posted 27 November 2015 - 03:37 PM

There's ALWAYS been a solution to this ready-made from the tabletop game:

Each engine crit reduces heat dissipation by -0.5/sec

Which means that a clan 'mech losing a side torso has to deal with a full 1.0/sec less heat dissipation than normal (the equivalent of losing seven Double Heat Sinks).

Really, all we need is NORMAL tabletop critical hit effects beyond weapon destruction, and the game will balance a lot better.

The full list would look something like:

-Engine - lose 0.5/sec heat dissipation
-Gyro - lose 50% torso twist speed, lose 25% acceleration, deceleration, and turn speed.
-Hip - lose 25% max speed, lose 15% acceleration, deceleration, and turn speed.
-Leg actuator - lose 10% max speed, lose 5% acceleration, deceleration, and turn speed.
-Foot - lose 5% max speed, acceleration, deceleration, and turn speed.
-Shoulder - lose 25% arm twist speed.
-Arm actuator - lose 10% arm twist speed.
-Sensors - operate as if inside an enemy ECM bubble ("low signal").
-Life Support - suffer 0.1 head internal structure damage per full second that your heat is over 60%.
-Cockpit - gg

Edited by Ialdabaoth, 27 November 2015 - 03:45 PM.


#162 Brandarr Gunnarson

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Posted 27 November 2015 - 09:58 PM

@Ialdabaoth:

A reasonable approach. And I would go for a crit-by-crit damage system.

However, with no indication that PGI ever plans to implement crit-by-crit damage, I can't help but refer you back to the above suggestions of making IS/Clan XL engines both survive ST destruction and the comments of myself and others above.

It really is the most viable solution from all standpoints. Despite the fact that other solution ​may work, they also require more resources and could open the door for further difficulties and balancing issues. Beyond that, it's the smart business and balance compromise decision.

#163 Johnny Z

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Posted 28 November 2015 - 08:09 PM

Theres no way they can do a rebalance without this issue being addressed. I am looking forward to seeing what is done about it.

#164 50 50

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Posted 29 November 2015 - 02:51 PM

There is a critical hit system in place, but I am not sure it affects things like the actuators or gyros.
Have had plenty of occasions where Betty has piped up to let me know I have lost a heat sink or a weapon but I have retained the limb.
You would think that it would be possible to have some effects kick in with the loss of an actuator such as reduced arm movement, turning, braking and accelerating etc.
Increased 'wobble' for the gyro.

It's difficult to tell as usually when the internal damage starts piling in, you lose that section pretty quickly and tend not to notice these effects.

Does anyone know if this actually in there?

#165 Adamski

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Posted 29 November 2015 - 03:38 PM

Only weapons / ammo / equipment can currently be damaged.

Gyros / Actuators / Engines currently cannot be damaged. (Its why XL engines need to lose the torso instead of just being damaged within the torso.)

#166 CuriousCabbitBlue

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Posted 30 November 2015 - 02:21 PM

or http://www.sarna.net..._Engine_-_Light

durrrr





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