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


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#41 Tarl Cabot

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Posted 10 November 2015 - 07:05 AM

View PostHotthedd, on 10 November 2015 - 05:58 AM, said:

IF this is a BattleTech based game, I.S. side torso loss should mean destruction (death) of an XL engine. There is no way to get around this fact and still be a BattleTech game.

But in keeping with the rules and lore of BattleTech, the loss of a side torso in a Clan 'mech should have tremendous heat and movement penalties as well.

In short: I.S. XL side torso loss = instant death, Clan side torso loss = very probable death.

The loss of the IS XL engine ST = death is simply due to BT 3 engine crits, which MWO does not actually have. And that is crit hits from the front or the rear.

The comparable part is that IS XL engine survives the loss of one side torso, but in return it has a greater heat penalty than a Clan's ST loss. If, and that is a big IF, PGI adds a movement penalty, IS XL engine penalty would be greater. When/if LFE is ever introduced, its penalty would closer to the Clan's penalties than the IS' penalties. And correct, in BT there are no movement penalties for engine crits, the penalty would be due to the incomplete Heat Scale's movement penalty that has not been added to this game. The trade off for standard engines? They would have no such penalties as they had no engine parts destroyed. They could also be buffed up to where damage to a destroyed torso transfer damage is a lower percentage.

Just a thought, imagine there actually be actual engine crits in MWO, with at least the associated heat penalty for the first two crits. How many mechs would die from a light removing and crit the engine from the rear... or turn the XL ST destroyed for Clans, how quickly would people abandon most Clan mechs if they were destroyed with the loss of a ST? Just thoughts to consider on what the flood of new Steam people will say, criticize and such when introduced to the game, or those who may have played the other MW versions but not MWO yet, with their rose-covered glasses.

Edited by Tarl Cabot, 10 November 2015 - 07:17 AM.


#42 Nightshade24

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Posted 10 November 2015 - 07:56 AM

Advantage of IS engines:

IS can switch rating of engine
Can change heatsinks in engine

Advantage of Clan Engine:
2 slots smaller
Does not die when ST is destroyed


Problems?

IS:
Dies by ST. That's it

Clan:
[omnimech] Hardwired, can't remove, switch for standard,change heatsinks, or change rating even if there is another engine of the same weight but better. (massive draw back, this is the reason you do not see OP kitfox/ Gargoyle threads and the reason why a nova can't boat energy weapons to well)
When ST destroyed, has large heat penalty. [not as bad as death but at the cost of having a 'worse' build your time alive is less effective on most of those chassis]



Quite a few would beg to differ and say these engines are already balanced. I personally think the balance is just about right already for omnimechs, the Rules need to change when the Battlemechs of the Origins comes in as they can change engine and such. Things like x2 the heat penalty the current XL engines has and also give it a very bad accel/ deccel rate when ST pops off.


Buffing standard engine is not necesary, it already has very strong advantages with lack of disadvantages. it's only disadvantage is being a bit heavier BUT it is cheaper and also uses less slots. Making it a must have on most mechs not to avoid the ST death but to actually fit everything on. In a world where an atlas has an XL engine that survives ST lost- not many people will use it, it removes the ability to have it's most powerful weapon as well as limit space for it's secondary and takes away space for heatsinks and ammo. It just gets into a mess. Standard engines will be used on the normal clan battlemechs as well- the orion IIC already shows one valid reasoning which is twin gauss right above ech other on the same side torso . But either way.

I think the engine ballance is not a current problem to worry about and the battlemechs being OP is just as much of a problem for even basic things like machine guns is just as problematic.

#43 DivineEvil

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Posted 10 November 2015 - 02:51 PM

View PostBrandarr Gunnarson, on 10 November 2015 - 04:15 AM, said:

@DivineEvil:

You're absolutely right that the idea that Clans are supposed to be superior is at the heart of the Clan/IS balance issues.
Yes, and that idea is meaningless. Even before a first Clan mech have hit the battlefields, PGI has stated, that Clan mechs will be brought to the level of IS mechs. The argument of "Clan mechs are supposed to..." is completely off the table - lore does not stands prime to the game balance, whether anyone agrees to it or not. Just by respect to the Clan-favoring players, I'm proposing to buff the IS instead.

Quote

But we need to be careful that we don't swing towards Clans becoming inferior.
PGI had to be careful when they incorporated Clan mechs. They were not. It was a full year of Clan domination on all fronts. I think IS played have suffered enough frustration to get some serious solutions. We have test server now, and being careful is pointless.

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Durability is the single most desirable thing a 'Mech can have. It literally means the 'Mech can take more hits.
Having fewer and weaker weapons with worse upgrades and techology in a larger mech is pretty good trade-off for being more durable in my books.

Quote

I think it's dangerous to just increase (not even double) the "hit points" of 1 techline. Especially where it still leaves many of the other balance issues unresolved.
Why? What balance issues it will not resolve?

Quote

Much better to lay down some foundational baselines (especially where durability is concerned) and then build on those in different directions (by modifying weapon values, for instance) to ensure that both sides play different, but that no side is clearly better in all things.
We already have 1 year old foundational baselines! What else do you ever need? What the heck are you even talking about? I just cannot understand it. Clans has better weapons for less tonnage and space, they have better Endo-Steel and Ferro Fibrous, they have Targeting Computers which none of IS equipment can compete with, they have CASE everywhere, they have better XLs, smaller heatsinks and most of their mechs are harder to hit! Even if we take all the advantages we can away and make Clan mechs as equal to IS as possible, they will still be better due to Omni-Pods, which would take one Mechbay for single Clan mech with all the possible customization still in place! What is your "careful" approach is going to do at this point?

IS mechs has to get really something to rival Clan mechs. Durability is just by far the only aspect where IS and Clans are the same...

Edited by DivineEvil, 10 November 2015 - 02:53 PM.


#44 CainenEX

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Posted 10 November 2015 - 03:52 PM

View PostThorqemada, on 06 November 2015 - 03:21 PM, said:

As title says - all is pointless until the IS/Clan XL-Engine Issue is adressed.
There are many suggestions around and we need to have a solution b4 the "Great Rebalance" may eventually advance successful!

I wanted to remind that to anyone for the sake of the cause.

Thx.

I think g-man wrote an article on this, and he has some quite valid points. Check it out:
http://www.nogutsnog...hp?topic=3065.0

#45 Pjwned

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Posted 10 November 2015 - 04:21 PM

Just going to briefly point out again that the answer to this problem is to give clan XL engines an additional penalty for side torso loss because the current (pathetic) heat penalty is not enough.

Buffing IS XL engines is stupid and introduces insane power creep in a phase where quirks are being toned way down because of the massive power creep they are on live servers currently, and making a drastic change like no death on side torso loss for IS XL engines is just going to bring back all that power creep and then some.

If you want an XL engine that survives 1 side torso loss, then the light fusion engine (LFE) is the answer because that's actually balanced.

#46 Khobai

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Posted 10 November 2015 - 07:56 PM

Quote

But in keeping with the rules and lore of BattleTech, the loss of a side torso in a Clan 'mech should have tremendous heat and movement penalties as well.


Except there are no movement penalties for a clan mech losing a side torso in Battletech. Theres only a heat penalty. Keeping with the rules and lore of battletech means no movement penalty.

You shouldnt lose movement for losing a side torso anyway. Thats what shooting off legs is for. If you want to reduce a mech's movement you shoot off its legs. If you want a mech to lose its weapons you shoot off its side torsos. There should be a specific reason to target each location of a mech. The last thing we need is less of a reason to shoot legs and even more of a reason to aim for torsos.

Also keep in mind that clan omnimechs can ONLY use CXL engines. So you cant really overpenalize CXL. Because its the only choice they have. No one is gonna wanna play clan mechs if losing a side torso means certain death; at least IS mechs have the option of using STD engines to avoid side torso death.

Again, the easiest solution for balancing ISXL and CXL, is simply to make them the same. Make them BOTH survive a side torso destruction. And buff the STD engine somehow so its still worth using (like a hefty bonus to CT internal structure)

Edited by Khobai, 10 November 2015 - 08:06 PM.


#47 Tarl Cabot

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Posted 10 November 2015 - 08:10 PM

View PostPjwned, on 10 November 2015 - 04:21 PM, said:

Just going to briefly point out again that the answer to this problem is to give clan XL engines an additional penalty for side torso loss because the current (pathetic) heat penalty is not enough.

Buffing IS XL engines is stupid and introduces insane power creep in a phase where quirks are being toned way down because of the massive power creep they are on live servers currently, and making a drastic change like no death on side torso loss for IS XL engines is just going to bring back all that power creep and then some.

If you want an XL engine that survives 1 side torso loss, then the light fusion engine (LFE) is the answer because that's actually balanced.

(chuckles) Power creep? Which particular mechs would have a power creep? The current IS "meta" mechs are primarily energy boats enhanced by some serious quirks and Skills percentages (which is seriously reduced on PTS3). Currently the difference between Standard/IS-XL is speed vs durability.

And we are talking about a game that does not have most of the fundamental aspects of BT, from an active Heat Scale to actual engine crits across ALL THREE torso locations.

As for changing out heatsinks? (chuckles) They can not be changed fast enough from SHS to DHS. Would a Clan warrior actually change his heat sinks from DHS to SHS? As for the engines themselves? Does it really matter considering 99% IS mechs come with Standard engines and average speed of 64kph, or were you not paying attention? Never mind most IS mechs are Tier 3-5 mechs, majority able to equip only a few energy weapons but abound with autocannons/missiles but lack the weight savings to bring them to bear without becoming a glass cannon.

But then, may be you are right, Clans only want to face a few, selected slower meta mechs flashing lasers, rarely seeing anything else except when dropping in the solo queue. My aim is to make more IS mechs a tad more viable. They are still using IS weapons, not captured Clan weapons as per lore and previous MW games, in a game that is missing critical components for its foundation.

In the end, all we can provide is our feedback but it will ultimately be PGI on whether or not they consider it, and if they do, how it will be implemented, and how that will reflect on the incoming horde of Steam players.

#48 Hotthedd

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Posted 10 November 2015 - 08:19 PM

View PostKhobai, on 10 November 2015 - 07:56 PM, said:



Except there are no movement penalties for a clan mech losing a side torso in Battletech. Theres only a heat penalty. Keeping with the rules and lore of battletech means no movement penalty.

You shouldnt lose movement for losing a side torso anyway. Thats what shooting off legs is for. If you want to reduce a mech's movement you shoot off its legs. If you want a mech to lose its weapons you shoot off its side torsos. There should be a specific reason to target each location of a mech. The last thing we need is less of a reason to shoot legs and even more of a reason to aim for torsos.

Also keep in mind that clan omnimechs can ONLY use CXL engines. So you cant really overpenalize CXL. Because its the only choice they have. No one is gonna wanna play clan mechs if losing a side torso means certain death; at least IS mechs have the option of using STD engines to avoid side torso death.

Again, the easiest solution for balancing ISXL and CXL, is simply to make them the same. Make them BOTH survive a side torso destruction. And buff the STD engine somehow so its still worth using (like a hefty bonus to CT internal structure)

I would be okay if it were just heat penalties for losing a Clan side torso IF there was an actual heat scale in MW:O. (Part of the heat penalties were movement penalties). Absent an actual heat scale (99% fine, 100% shutdown) I would want to see heat and movement penalties.

I hope that clears up any confusion.

#49 Khobai

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Posted 10 November 2015 - 08:22 PM

Quote

I would be okay if it were just heat penalties for losing a Clan side torso IF there was an actual heat scale in MW:O.


What would that accomplish? Youd just turn the game into ballistic warrior online. Since ballistics like the Gauss Rifle can do pretty decent damage while generating little or no heat (thus completely avoiding any heat penalties). The entire clan meta would just shift to ballistic/laser loadouts. The ebon jaguar would become the best all-around clan mech. And direwolves would be even more common than they are now.

Meanwhile anyone who tries to be creative by not using ballistics has to suffer crippling heat penalties... while getting shredded by unpenalized enemy mechs spamming ballistic weapons. Yeah no thanks thats not a game I want to play.

Thats why heat penalties are a terrible idea and would pretty much ruin any chance of weapon balance the PTR represents. The problem is not, and never has been, heat. The problem is convergence. As well as the fact that IS and Clan tech isnt equal when it needs to be equal in order to achieve 1:1 balance.

Edited by Khobai, 10 November 2015 - 08:30 PM.


#50 Tarl Cabot

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Posted 10 November 2015 - 08:32 PM

View PostKhobai, on 10 November 2015 - 07:56 PM, said:


Except there are no movement penalties for a clan mech losing a side torso in Battletech. Theres only a heat penalty. Keeping with the rules and lore of battletech means no movement penalty.

You shouldnt lose movement for losing a side torso anyway. Thats what shooting off legs is for. If you want to reduce a mech's movement you shoot off its legs. If you want a mech to lose its weapons you shoot off its side torsos. There should be a specific reason to target each location of a mech. The last thing we need is less of a reason to shoot legs and even more of a reason to aim for torsos.

Also keep in mind that clan omnimechs can ONLY use CXL engines. So you cant really overpenalize CXL. Because its the only choice they have. No one is gonna wanna play clan mechs if losing a side torso means certain death; at least IS mechs have the option of using STD engines to avoid side torso death.

Again, the easiest solution for balancing ISXL and CXL, is simply to make them the same. Make them BOTH survive a side torso destruction. And buff the STD engine somehow so its still worth using (like a hefty bonus to CT internal structure)


Just a point, the loss of a Clan Side torso, in the boardgame, results in 2 engine crits. If the mech had no other engine crits in the CT/other side torso, then the mech would have a steady 10 heat penalty by itself. In MWO that is SHOULD be a constant 10 heat penalty, but the incomplete heat scale, which the original HScale had a negative 2 movement penalty at 10pt mark, allows all mechs to run hot without consequence. And just how often does a Clan mech run at minimum heat. That would mean a 5/8 Twolf would have a 3/6 movement. That would be where I believe they are getting the movement penalty.

Simply pointing out how a movement penalty could be applied in that situation. Something I could get behind in the current atmosphere, but then how would it be received by Steam players?

#51 Khobai

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Posted 10 November 2015 - 08:38 PM

Quote

Just a point, the loss of a Clan Side torso, in the boardgame, results in 2 engine crits. If the mech had no other engine crits in the CT/other side torso, then the mech would have a steady 10 heat penalty by itself. In MWO that is SHOULD be a constant 10 heat penalty, but the incomplete heat scale, which the original HScale had a negative 2 movement penalty at 10pt mark, allows all mechs to run hot without consequence.


I fail to see your point. Just because you took engine crits doesnt mean youre automatically going to suffer -2 movement. thats not how the heatscale in tabletop worked.

Say youre running a clan mech in tabletop with 20 DHS. And your side torso gets blown out. Youre now generating +10 heat from the engine crits. Say you also lost 5 DHS in the side torso and arm that got blown off, so you have 15 DHS remaining.

So you run max speed for +2 heat, fire +18 heat worth of weapons, generate +10 heat for the engine crits, then dissipate 30 heat. You end the round at 0 heat. No heat penalty.

In that example, even with a missing side torso, I could still fire dual gauss and three ERMLs while suffering NO HEAT PENALTIES.


Furthermore I already pointed out why heatscale penalties in MWO would be a TERRIBLE idea and would just result in ballistic warrior online. Any mech that couldnt use ballistics would become completely obsolete overnight.

Edited by Khobai, 10 November 2015 - 08:45 PM.


#52 Andi Nagasia

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Posted 10 November 2015 - 08:44 PM

Cant we just Try Mcgrals idea,
C-XL= -20% Speed on ST Destruction(no death),
IS-XL= -40% Speed on ST Destruction(no death),
Just for a Start, Change Stats if need be,

#53 Khobai

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Posted 10 November 2015 - 08:54 PM

Quote

Cant we just Try Mcgrals idea,
C-XL= -20% Speed on ST Destruction(no death),
IS-XL= -40% Speed on ST Destruction(no death),
Just for a Start, Change Stats if need be,


No because that idea is bad.

Omnimechs dont have the option of switching to STD engines. You cant severely penalize their only engine choice. That would make omnimechs completely unfun to play. For example, many clan players would gladly stick a STD engine in their dire wolves if it meant avoiding a -10 heat and -20% speed penalty when one of their side torsos got blown out. But they dont get that choice.

Furthermore it detracts from the idea of shooting different locations for different reasons. Currently you shoot legs to reduce a mechs speed. If shooting the torso does the same thing as shooting the legs then theres no reason to ever aim for a mechs legs (except for the smaller light mechs that have hard to hit side torsos, but huge lightmechs like the kitfox are completely boned by losing a side torso).

Again the better solution is to make ISXL and CXL identical. And not have speed penalties at all. Losing a side torso should never result in a mech dying, either directly, or indirectly due to movement penalties. A buff to IS mechs is also much easier to sell to the general playerbase than a nerf to clans.

Edited by Khobai, 10 November 2015 - 09:14 PM.


#54 Tarl Cabot

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Posted 10 November 2015 - 10:04 PM

The point is PGI is only taking parts of the game, leaving out other critical parts that helps balance things out. I though have deleted the rest of my reply as it diverges from the subject of this thread.


Quote

Again the better solution is to make ISXL and CXL identical. And not have speed penalties at all. Losing a side torso should never result in a mech dying, either directly, or indirectly due to movement penalties. A buff to IS mechs is also much easier to sell to the general playerbase than a nerf to clans.


No further discussion about positive/negative quirks should be conducted in this thread, though we do agree about the basis of the survivability of the IS XL engine. Any other quirks should be discussed later.

Edited by Tarl Cabot, 10 November 2015 - 10:06 PM.


#55 Duke Nedo

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Posted 10 November 2015 - 11:53 PM

View PostPjwned, on 10 November 2015 - 04:21 PM, said:

Buffing IS XL engines is stupid and introduces insane power creep in a phase where quirks are being toned way down because of the massive power creep they are on live servers currently, and making a drastic change like no death on side torso loss for IS XL engines is just going to bring back all that power creep and then some.

If you want an XL engine that survives 1 side torso loss, then the light fusion engine (LFE) is the answer because that's actually balanced.


This is incorrect. LFE is just a heavier version of cXL without any benefits. That will not create parity, but I can see that PGI will go for it because it will be a huuuuge cbills-sink.

Giving ST survival to IS is more or less necessary to balance the factions. For the typical mech, running a STD engine equals a ~10 tons handicap. Taste it for a while. 10 tons. The Summoner is "crippled" by 5 tons of locked Jumpjets and 3.5 tons for missing Endo. That's totals 8.5 tons handicap and you get functional JJs in the bargain. Further, at 350 engine rating, having that speed + survivability is worth 14.5 tons and not 10 tons.... That's how big the difference is.

Now, knowing this, IS players still go with STD engines in many cases to get the needed durability. That's how important ST survivability is, and that is what it costs. Fixing IS mechs is not the power creep, the power creep was clan invasion. Giving IS ST survivability now is merely a way to reduce the need for super-quirks. It's a way of putting the tech lines closer to each other. Completely necessary in my opinion for the future of this game.

The only other way to realistically do it that I can think of is by giving ALL IS mechs extra structure/armor, but then we're really just back to a different flavor of quirks so we didn't achieve anything but a new quirk pass.

View PostKhobai, on 10 November 2015 - 08:54 PM, said:


No because that idea is bad.

Omnimechs dont have the option of switching to STD engines. You cant severely penalize their only engine choice. That would make omnimechs completely unfun to play. For example, many clan players would gladly stick a STD engine in their dire wolves if it meant avoiding a -10 heat and -20% speed penalty when one of their side torsos got blown out. But they dont get that choice.


It's fine to do this as long as the penalty is not big enough to make STD engines OP. IS XLs by this flavor get twice as high penalties, which I find a bit harsh. Clans have 4/10 = 40% of their engine crits in the STs, IS have 6/12 = 50% of the engine crits in the STs, so 20/25% penalties would be more in proportion imo.

In any case, I fail to see how 20% movement penalty would make clan omnis long for a STD engine sacrificing 10+ tons worth of weapons and heat sinks in the process.... Only the DWF might possibly want this afaic, but it would cost it 9.5 tons to do it, and it would gain 4 slots and not lose 10 kph on a ST loss. Nah, I'd stick with cXL on my robots.

Edited by Duke Nedo, 10 November 2015 - 11:55 PM.


#56 Rhalgaln

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Posted 11 November 2015 - 01:05 AM

It would be nice if engines could be hit without destroying them.
So if you get engine hits your heatmanagement and maneuverability should worsen.

Just put a negative quirk for each engine hit on both Clan and IS Engines and remove the Death-cause: engine destroyed.

This way a mech can no longer be killed by an engine hit but would have a real impact on maneuverability and heatmanagement.
Quirk mechanics are already in the game, so this should be a not so hard programming task.

#57 Brandarr Gunnarson

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Posted 11 November 2015 - 03:29 AM

@DivineEvil:

First things first, I agree with you that Clans should NOT be superior to IS.

But I think the method of doing it is to address the points of unbalance and set them aright.

Giving IS 'Mechs and inordinate amount of internal structure hit-points doesn't actually create balance, it just makes the two techlines unbalanced two ways.

Why do I say we need foundational baselines?

Because after a whole year and thensome of Clans being on the battlefield and various attempts to balance them we still DON'T ACTUALLY HAVE said baselines!!!

That's a core problem. Arbitrary values (those just "decided" upon) can never achieve balance. PGI needs to set the standard somewhere and use it as a measuring stick.

We can absolutely and safely abandon TT rules without abandoning lore flavor. And we absolutely should do so.

The attachment to TT rules is preventing creating real SYSTEMS that apply to both techlines equally.

Make thing function the same under a systems with clear baselines and standard. Then tweak the values so that each side plays different according to "lore flavor".

Thus my above suggestion.

(Disclaimer: Caps are for emphasis only; I'm not actually shouting! :P )

#58 MechB Kotare

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Posted 11 November 2015 - 04:18 AM

Sure, give Clan standart engines, and you can make cXL work the same as the IS ones.

#59 Hotthedd

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Posted 11 November 2015 - 05:39 AM

View PostKhobai, on 10 November 2015 - 08:38 PM, said:



I fail to see your point. Just because you took engine crits doesnt mean youre automatically going to suffer -2 movement. thats not how the heatscale in tabletop worked.

Say youre running a clan mech in tabletop with 20 DHS. And your side torso gets blown out. Youre now generating +10 heat from the engine crits. Say you also lost 5 DHS in the side torso and arm that got blown off, so you have 15 DHS remaining.

So you run max speed for +2 heat, fire +18 heat worth of weapons, generate +10 heat for the engine crits, then dissipate 30 heat. You end the round at 0 heat. No heat penalty.

In that example, even with a missing side torso, I could still fire dual gauss and three ERMLs while suffering NO HEAT PENALTIES.

That would definitely be an outlier build. You would have to have one side filled with all of your weapons, and the enemy would have to ignore that fact and shoot out your empty side. Even in that case, are we to assume that your weapon side isn't close to destruction?

But sure, in that specific case, that build would have avoided the worst part of the penalties.

View PostKhobai, on 10 November 2015 - 08:38 PM, said:

Furthermore I already pointed out why heatscale penalties in MWO would be a TERRIBLE idea and would just result in ballistic warrior online. Any mech that couldnt use ballistics would become completely obsolete overnight.

Actually you didn't point it out. You gave your opinion. You are welcome to your opinions, but you don't get to arbitrarily qualify them as facts.

Your solution of making ISXL engines behave exactly as they were never meant to behave is yet another step away from BattleTech, as is the no heat scale you want to keep. IMO, almost every broken mechanic in this game stems from the steps they have taken AWAY from BattleTech, and this would be another Band-Aid on the emo mummy that MW:O mechanics has become.



#60 DivineEvil

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Posted 11 November 2015 - 06:41 AM

View PostBrandarr Gunnarson, on 11 November 2015 - 03:29 AM, said:

@DivineEvil:

First things first, I agree with you that Clans should NOT be superior to IS.

But I think the method of doing it is to address the points of unbalance and set them aright.
This method only works with specific elements of the content, such as weapons. For example, Pulse lasers had unbalance of requirements and penalties over gains, thus their range and damage were tweaked to the point where its reasonable to take those Pulse Lasers.

In case of IS/Clan balance that will not work. Like I've said, even if you take away all the benefits a Clan mech has, it is still better due to compressed customization. You basically can use the methodology you're offering in two ways: You either toning down the Clan features, which doesnt achieve the result, because Clans will have these toned down features anyway without pay-offs, OR you removing the Clan features, at which point there's no reason to use Clan mechs, and there's not such thing as two very different tech-bases to talk about. Either way, it is not going to reach the desired goal.

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Giving IS 'Mechs and inordinate amount of internal structure hit-points doesn't actually create balance, it just makes the two techlines unbalanced two ways.
Again, this doesn't make any sense. The balance lies in the two features placed on scales. If one thing is outright better, there's imbalance.
If two guns in a shooter are equally good for their respective range, that is balance. If one side in a strategy game has different playstyle, but equal chance of winning, it is balance. If one car in a race game is as good as another one, but trades acceleration for top speed or handling, it is balance. If one 55t mech has different features than another 55t mech, but both are equally valid, it is balance. There's no such thing as two way imbalance. Balance is when you have two things, which are different, but equal in magnitude of their qualities.

Clan and IS mechs has to be different, otherwise there's no point to having both. All there's to do is to make IS as good for some tactics and playstyles as Clans are good for their own.

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Why do I say we need foundational baselines? Because after a whole year and thensome of Clans being on the battlefield and various attempts to balance them we still DON'T ACTUALLY HAVE said baselines!!!

That's a core problem. Arbitrary values (those just decided upon) can never achieve balance. PGI needs to set the standard somewhere and use it as a measuring stick.
Creating a baseline in IS/Clan balance is IMPOSSIBLE. Clan mechs do not simply differ from IS by a bunch of higher numbers - they have numerous unique FEATURES, that IS mechs do not. So to establish a baseline in MWO means taking features from Clans, that they ought to have, or giving IS the features they've never had nor supposed to. It's like bringing Zerg, Terran and Protoss to the same baseline removing all of their unique features. Nobody is going to be satisfied with that outrageous approach. This is by far the worst possible way to achieve balance, which will drive all the BT fan population out and kill MWO for good!

Again, it's not about values! It's about features! You cannot just take out the features, you only can add more to the side which desperately needs their own! This is not CoD-like casual shooters, where you just tweak the values for guns! Two sides here are fundamentaly different! We need to make them equal! We dont NOT need to make them the same!

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We can absolutely and safely abandon TT rules without abandoning lore flavor. And we absolutely should do so.

The attachment to TT rules is preventing creating real SYSTEMS that apply to both techlines equally.

Make thing function the same under a systems with clear baselines and standard. Then tweak the values so that each side plays different according to lore flavor.

Thus my above suggestion.

Cutting away Clan features is exactly what you'd do to remove lore flavor.

Doubling the IS internal structure, on the other hand, is within that lore flavor.

You have one mech (IS), that has larger internal volume, which allows it to swap weapons for larger or smaller analogues, as long as proper power feed and ammo transfer is in place, and can carry any engine as long as it is large enough to motivate the structure and small enough to fit into the frame. The chassis itself is rigid and power/ammo feed is intrinsic, which is compensate by several variants of said chassis allowing for different weapon and equipment loadouts. Factions, that use that mech can only provide technologically mediocre components and weapons.

On the other hand, you have another mech (Clan), which has edge-to-edge, inch-by-inch refined structure. Here, the core of the mech is intrinsic - engine is constituent, as some of the fixed equipment. Basically, it's not the equipment that is built into the chassis, but the chassis itself is built around the very specific equipment. On top of that comes the Omni-pod architecture - an array of components, which can be attached to the core and to one-another. Each model of those components comes with its own set of ammo/energy feeding lines, its own fixed components, its own features and drawbacks, and use significantly refined weapons and equipment. This allows for that mech to be smaller and harder to hit, but interchangeable nature of modular chassis makes it more susceptible to integrity failures, as there's no extra bulk to take a hit even considered when that mech is developed. There's no room for techs to crawl trough and repair a mech inside-out; Instead, a damaged omni-pod is swapped for a fresh one, while damaged part is repaired separately from outside.

Double internal structure makes perfect sense. It is enough to cover most if not all the features of Clan mechs have. It promotes crit-seeking weapons. It makes CASE more significant choice, and ammo/weapon explosions less lethal. It gives new players a better standing power and reduces the severity of overheat damage. It reduces the fragility of IS XL-Engine by 50%, which averages nicely against Clan XLs. Nonetheless, in effect it's only means that IS mech can take as much (if not counting for critical damage) punishment with Structure as with Armor, which is not that stellar at the moment anyway. In that perspective, it's just that Clan mechs has 25% less durability for all the various features they get in return.

It's fair, and it can be enough for IS and Clanners to be Quirked equally. It is a valid baseline, from which very small adjustments can be used to further promote equality of IS and Clan mechs if even needed. It is the environment, where competetive people participating in community-driven leagues such as MRBC would actually see all IS and Clan mechs as equally valid choices and mix-matching them for different tactical ideas.

Edited by DivineEvil, 11 November 2015 - 07:00 AM.






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