Lykaon, on 17 January 2016 - 04:05 PM, said:
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)
I agree with all that you said about Clan Tech.
However, making the weapon characteristics different is enough to balance the weaponry across Techlines.
I actually think that the IS/Clan weapon balance is very close right now. I like the differences in ACs (single-slug vs. burst). I like the differences in LRMs (flight vs stream). I think that the high heat of Clan lasers (and the subsequent quantities of heatsinks Clanners must take) pretty well counterbalances the range and damage; I think that the lower heat of IS lasers allowing them to alpha more in the brawl is just great.
The Quirks and durability have little to do with weapon balance. I state again: If XL engines were properly fixed, IS 'Mechs would be plenty durable and we wouldn't need the over-Quirks.
Then we could go back and look at chassis/variants for features to reflect via Quirks. For example, that shield on the Centurion LA clearly demands armor/structure bonuses.
That, along with other feature-based Quirks, would be a right use of durability Quirks.






















