Gyrok, on 16 January 2016 - 08:05 PM, said:
So...
After the patch has had time to marinade for a while, it is time to discuss the insane structure quirks.
The WHR has enough structure quirks to be a 100 ton mech with doubled armor.
So the warhammer has umm let's see....
Head 15 structure with 36 armor
C Torso 62 structure with 248 armor
R/L torso 42 structure with 168 armor
R/L arm 42 structure with 136 armor
R/L leg 42 structure with 164 armor
Or is it
WHM 6R
Head 15 structure 18 armor
C Torso 66 structure 88 armor
R/L torso 46 structure 60 armor
R/L arm 36 structure 44 armor
R/L leg 46 structure 60 armor
+20% ballistic velocity
+5 ballistic cooldown
-10% energy heat
+50% PPC velocity
-5 PPC heat
Seems like it's not as bad as that but it's offense is PPC centric making a terrible weapon useable.I guess you could slap on some ACs but why do it on this chassis? There are better ballistic chassis.
The thing is I really think that maybe structure quirking is a good choice while weapon quirking is a poor choice.
My thoughts on general balance between clan tech and Inner Sphere tech.
Clan mechs should be faster and more agile. They get this with the Clan XLs so perhaps a slight ballance pass on torso and arm agility as well as accel decel rates to get the clan mechs feeling "sporty" in handling.
Clan tech weapons should retain the range advantage where it exists on the weapon basic stats. Remove the range quirking from most I.S. mechs.
Clan tech weapons should retain the damage levels without being quirked with extremely long laser burn durations or ER -PPC splash mechanics.
How do we balance these longer ranged harder hitting weapons? Heat levels and cooldowns. Clan mechs should possess painfully effective alpha strikes that build high heat and require sufficent cooldown of weapon fire rates to prevent abuse.With this mechanic the clan mechs can use their superior mobility to get in hit and fade to cool down. The big boys like the direwolf trade this mobility for absurd firepower with over 50 tons of pod space for un-nerfed clan weapons.
The Clan style of warfare is to hit hard hit fast and do it all efficently.
Clan mechs do not get structure or armor quirking (unless it's needed to make a mech playable that otherwise would have suicidal hitboxes ...Naga anyone? )
Inner sphere mechs do get liberal structure quirking to enhance durrability. This is the counter to the clan's higher damage values and range advantages.The I.S. mechs need the tankyness to weather the storm to close in and fight at I.S. ranges.
Most weapon quirks should be removed. Especially specific weapon quirking (I prefer energy cooldown -5 to seeing medium pulse laser cooldown -10 or both together...yeeesh)
Weapon quirks should be reserved for enhancing native builds that retain limited weapons. IE. Awesome 8Q should get PPC quirks,Catapult 1c 1a and 4c get LRM quirks Hunchback 3G AC 20 quirking etc. The idea is encourage the mech's designed role with that chassis. by quirking to enhance the design's native role. (Clan Omni mechs do not have a native role due to being Omnimechs but maybe a similar thing should be implimented for clan Battlemechs like the IIc mechs)
Edited by Lykaon, 17 January 2016 - 04:08 PM.