KahnWongFuChung, on 27 January 2016 - 08:11 AM, said:
Balance?
Your funny PGI should have stuck to BattleTech Lore if they wanted to represent it in there game name.In lore Clan mechs where face wreckers like when PGI first introduced the Timberwolf and it wrecked face.
In lore it took 3-5 IS mechs to bring down a Clan heavy or assault mech and pilot.Now a lowly spider or some crappy IS light can solo and kill any Clan mechs its just stupid thinking on PGI's part.
All clan mechs need to go back to being as tough as it gets in MWO let the IS cry like baby's they did in lore until they out massed produced the clan in mechs (5 to 1) then they turned the tide of war and drove the clans back.
America won WW2 buy out producing they enemy's just like the InnerSpere did to the clans but the German planes tanks etc. wrecked face until they were outnumbered in WW2.
So PGI make the clan mechs tough again just like the timberwolf was when released and I will think about buying something from you again.
I think PGI may be "close" to getting the balance right I just hope they see it.
All the quirking may have uncovered solutions dispite creating problems. As I see the use of quirks can balance the two factions.
For example. Inner sphere mechs should get structure quirks as well as some chassis with critical hit resistance. Inner sphere weapons could get a hitpoint boost. Most of the weapon quirking gets removed with only a few examples of weapon quirking to uplift some of the mechs in dire need of boosting or to heavily encourage the mech's traditional role.
Weapon quirking should be less specific and more general so we don't get pigeonholed into cookie cutter mechs. So a quirk like 5% energy heat reduction is preferable to 5% medium laser heat reduction except when the mech in question has a native build that has a heavy reliance on medium lasers like the Hunchback 4P.In a case like that I would't be opposed to generic energy weapon quirks with some medium laser specific quirks in order to validate the stock build.
So in general the Inner Sphere mechs would possess significant durability intergral to the mech's chassis allowing the I.S. mechs to absorb a great deal of damage. While the I.S. weapons in compareson to the clan counterparts are heavyer and shorter ranged. The Inner Sphere mechs will in general be slower than their clan counterparts due to the extra weight of equipment and higher use of crit slots as well as the Inner Sphere XL engine being a serious trade off vastly reducing your mech's durability for some speed or extra firepower.
While the clan mechs balance the I.S. durability with range,firepower and speed.
To do this much of the negative quirks on clan tech needs to go. Also the longer burn durations on the laser weapons should be replaced with slight increases to weapon cooldown. The clan mechs in general should use speed and mobility to get in fire a volley and slip away to repeat another strike after the cooldowns recycle. If you leave the energy weapons with longer burn durations it will actually be counter to the advantages of mobility. If a clan mech needs to stay on target longer it will need to be exposed longer. This is not a good balance when the opposition is designed to take a beating and your (clan) mech is not.
The general dynamic with sort of balance is the Clans have higher damage volleys (lighter weapons and/or higher base damage values) slightly longer cooldowns on energy weapons and/or higher heat. coupled with generally longer weapon ranges. The average clan mech is not quirked for durability it is instead built for mobility and/or raw firepower.
The Inner Sphere mechs are built for durability to offset the higher damage and longer engagment ranges of clan mechs.The idea is the I.S. mechs can take enough of a beating that by the time they reach their engagment ranges they are intact enough to still fight on basicaly even footing.
This does mean that if either faction can leverage their advantages they will hold the advantage. A clan team that can maintain the range advantage and hold good terrain will be in an advantagious possition.
While an I.S. team iof it can make effective use of cover during the approach and have most of their mechs undamaged by the time they reach the I.S. engagment ranges they will have the durability needed to sustain a slugging match.