I. Solving the issues with alpha strikes and ghost heat
Make the heat cap a hard 30 for any mech with upgrades to DHS. Essentially, no pilot skills increase it, ever period.
Increase all DHS to 2.0 (0.2/sec). With the offset to heat caps moving necessarily downward, heat dissipation should necessarily increase to offset this slightly.
All SHS will be 1.0 (0.1/sec). This is a necessary step to incorporate the next major change that will make them relevant.
All SHS (including internal engine SHS) increase the heatcap by 1 per SHS. This means that a mech with a STD 250 engine, and 10 external SHS will have a 50 heat cap.
This suggestion allows SHS to have the capability to better keep up the sustained race with DHS mechs. This suggestion also limits alpha strikes by instituting a hard shutdown at 30 heat, eliminating the need for ghost heat completely. This suggestion also brings parity to IS and Clan alpha strikes because more IS weapons can be fired before they generate the same heat as clan weapons. This will likely require some tuning of heat values, and may not be exactly how the system would turn out by numerical values; however, the principal would work to solve those issues
II. Clan and IS balance
Advance the timeline to 3055-3060. I know many of you are against T3/T4 IS tech; however, it makes zero sense to try to balance T2 IS tech against T4 clan tech, when, should they ever advance the timeline at all, T3/T4 IS tech will come, and much of it is as powerful, if not outright better, requiring yet another rebalance. 3049-3052 is, by a wide margin, the period in all of BT timelines that has the absolute widest gap in faction balance ever.
T3/T4 IS tech would save the day for weapon balance. A lot of you would say that this would obsolete current IS weapons completely. I ask you this question, has the presence of the IS ERLL obsoleted the IS LL? No...? Why? Because there is a place for a more heat efficient weapon with similar/same damage in many builds. Light mechs instantly come to mind as being mechs that would still use the lower heat lasers to keep sustained DPS higher, and get similar burst DPS up close. Brawler mediums also come to mind, as well as some mechs that boat energy weapons.
Examples:
IS ERML vs. IS ML: IS ERML has a 360m effective range, does 5 damage for 5 heat, and weighs 1 ton. The ML is 270m effective range, does 5 damage for 4 heat and weighs 1 ton.
UACs/RACs vs. ACs: As we have clearly witnessed, UACs tend to be burst fire weapons and RACs would likely be as well (DoT), while ACs are single projectile (FLD). The advantage there is leaning slightly for ACs. UACs also have a jam chance, and RACs have even higher DPS than UACs at the expense of even higher jam chances than UACs. In this instance, if you do not want it to jam, or want FLD bring ACs. If you want crazy DPS and accept the possibility that your guns may shut down at an inopportune time, then you accept the trade off and take RACs/UACs.
Add the rest of the IS SSRM launchers, and the LBX cannons: This is predominantly a QoL thing, streaks at the moment are niche weapons, and LBX well, they have their own issues. This would, however, bring parity to those weapon systems as it stands.
Add the LFE to the game for the IS: This gives the IS an option to allow a mech to save weight and have cXL functionality at the same time. The IS battlemechs have the opportunity to select having ES/FF or none, and thus can do many things in terms of customization options with these engines. Meanwhile, the Clans are stuck with their stock config while mechs like the Suckoner, the Gargamel, the Nopeva, the Rektecutioner, the Hellbie, and many others are simply outclassed by not being able to save the weight.IIC mechs will only exacerbate this further by showing what clan mechs with customization can do.
To conclude:
Many of you think that new weapon systems would make the game less balanced; however, by default, these new weapons would bring them closer to parity than current IS weapons because they were designed to balance the IS against the clans to begin with. This means that even if PGI just plugs in TT numbers, the weapons will be more competitive because they are by default.
Others among you presume this would obsolete some weapons. I cannot say with 100% certainty that this will not be the case across allweapons; however, I do assert strongly that the UAC5 has not replaced the AC5, the LBX10 has not replaced the AC10, and the IS ERLL has not replaced the LL. I expect that there would be myriad more build options available with more weapons. While I do not assert that all builds will be equal, this is certainly already the case, and would not limit things that are not already somewhat inhibited by what the meta game dictates (i.e. if your dream is a Spider with 2 small lasers and 12 JJs being viable, I am afraid nothing will ever make that so...).
TL;DR: Fix the heatscale and add equivalent IS weapons, balance issues mostly solve themselves.
This is reposted here from reddit: https://www.reddit.c...ath_to_balance/
Things should be "different but equal" as promised...but the tech needs to be lined up to be competitive without making everything clusterfukt.
Edited by Gyrok, 17 November 2015 - 05:12 PM.