Yeonne Greene, on 24 January 2016 - 11:14 AM, said:
This is where I disagree. We can keep the tonnage and slots and then add performance metrics to make weapons worth their investments, but the rest was arguably never balanced to begin with. TT operated on a Battle Value system combined with C-bill economics and, sometimes, special effects to make the use of inferior, cheaper equipment viable. It also worked with a random hit generator and deleterious effects for things like accuracy. We don't have that here. In MWO, every 'Mech implicitly has the same Battle Value because it's 12 v. 12 no matter what, even if there's 12 lights vs. 12 heavies and all of those lights only have flamers while all of those heavies have Gauss and C-LPL.
It is, simply, too different to use as the framework for MWO. Not even MW:LL used the TT values. Certain TT rules and the lore should only serve as guidelines to inform your new, purpose-built rules and maintain the spirit of the stories. A MechWarrior shooter cannot and should not ever be a reinterpretation of the Table Top game.
This is exactly what I was getting at. Imho(!), adaptation of TT damage, heat and range(roughly)
can be made to work in MWO, using just the values that TT does not possess, laser durations, recycle times, projectile speeds, the way a weapon delivers its damage - multiple small vs one large shot - etc. etc.
All these things inherent to MWO could very well balance out whatever imbalances exist in the TT values... just as quirks try to balance out suboptimal hardpoint locations, like low slung arms. Then again, Mechs should be able to raise their arms over obstructions if they possess a lower arm actuator. Lorewise, that happens automaticly if the Mechs Battle Computer (coupled to the Neurohelmet) detects a weapon being obstructed from the target.
And then there is the one big thing that imho
needs to be made to work in MWO... the convergence system. Instant Pinpoint convergence is one of the main causes of all the balance problems. If it would work, we would have another
huge factor to balance the game.
Mhm...
Now that I think about it, there is a modified ruleset, the Solaris VII dueling rules, which split a TT turn (10 seconds) into 4 subturns and adds partial recycle times... maybe this would be a better starting point?
Yeonne Greene, on 24 January 2016 - 11:14 AM, said:
It wouldn't be broken for a long time if PGI would commit themselves to rapid-release balance fixing session over a few months. And they can't do it on PTS, because not enough people play PTS. They could turn off stat-tracking in the main server for awhile so nobody gets mad at tanking due to equipment being in flux.
That sounds like a good idea, at least to me. I am all for it.
FupDup, on 24 January 2016 - 11:16 AM, said:
What the heck does the SRM2 have to do with the SPL's TT values? Beyond that, the SRM2 is also a weapon that almost never gets used, so that doesn't make a very good baseline...
The ML or ERML are better baselines because they have the same weight as the SPL (1 ton for all of them) and they are also energy weapons. In that case, the [ER]ML utterly curbstomps the TT SPL into the ground. 3 damage for 2 heat at 1 ton is just bad.
You'd have to give them way faster cooldowns or something to make them worthwhile over the medium class energy weapons if they had their TT damage/heat values.
Exactly!
And nowhere do you see anything from me that says they should keep the current cycle times, durations etc. if they were to be adjusted to TT dmg/heat values.
The thing is, we need a baseline, something that is set in stone and not changeable, so that balance can be achieved around these by modifying the values that are unique to the MWO "FPS" gametype.
adamts01, on 24 January 2016 - 11:32 AM, said:
You can boat more SPLs than SRMs without ghost heat. This game is all about a big alpha, the SPL when boated has more than double the alpha of SRM2s, SRM ammo explodes and runs out, SRMs are very funny with hit reg on occasion.
Doesn't look so balanced after all.
I meant it looked balanced using the TT dmg values, not the MWO ones. Especially not for the CSPL (6dmg/3heat). I think you simply misread my post, or I did not make my point clear enough. ^^
PS: And when I do not constantly Edit, I end up posting 3 posts in a row... seriously...
Edited by Marcel Bekker, 24 January 2016 - 11:53 AM.