Here's the TL;DR of my thoughts on how MWO's balance should be
- LASER VOMIT IS BORING! AND INNER SPHERE QUIRKED LASER VOMIT IS OP!!!
- Leave the super laser quirks for bad chassis with limited and/or low energy hardpoints!
- Clans are only left with lasers and Gauss for long range and will typically lose against good IS pilots in good quirked laser vomit mechs.
- Balance weapons GLOBALLY first (by doing the following), THEN use quirks to help under-performers.
- Balance weapons internally within their class, across IS and Clan tech.
- Balance weapons ACROSS different weapon classes, make taking each weapon type have their pros and cons over the other weapon classes.
- Balance weapons internally within their class, across IS and Clan tech.
- Balance IS chassis with corresponding structure buffs, according to mounted engine type, ie. IS STD engines get CT structure buffs, IS XL engines get STs structure buffs, NOT BOTH!
- Keep the Clans ST loss penalty for now (debatable but PGI needs to placate the IS diehards).
Balance game modes to do more than just team deathball every game mode (still waiting for that asymmetric assault mode) and more meaningful conquest mode (good suggestion from Rak's Armory).This has been addressed in the Town Hall tonight and the plans look AWESOME!- Release more great maps like Polar Highlands (this map is f***ing awesome).
- Release more good Clan assault mechs. Current stock of GAR, WHK, EXE and DWF can't poke at all, are only good for receiving pushes, NOT making pushes. Not fully addressed by the Kodiak but it helps a wee bit. But still pay-gated past CW 3's expected launch date.
- PSR needs to be a zero-sum classification or percentage (%) of last month's active population with allowance for more players (say 5%?). Better men have proposed better changes. I leave their work here for consideration.
Lasers need to be nerfed. Period. They're easy mode. Any pilot can hit with a hitscan weapon. Any competent player will be able to hold the laser on target for most of its movement. Laser burn durations need to go up for practically all of them. If Russ is sincere about balancing the game around competitive 12v12, more needs to be done so that lasers are not the end-all-be-all of the comp scene.
PPCs and ballistics are more skill based weapons than lasers so they need to be buffed to a point where they are considered a viable alternative over lasers.
Hence, I propose the following to be implemented for PTS testing on top of the InfoTech revivaI suggested to improve Role Warfare, which I believe would improve the skill levels of the player base and/or increase TTK by reducing dependence on easy hitscan lasers:
- ALL lasers need higher burn durations (which should be scaled to distance), to make lasers less OP and easy mode. The further its effective range, the longer it should burn.
- To balance Clan vs IS, Clans can maintain a range and damage advantage. However, IS laser counterparts should run cooler AND burn 10% shorter. Cooldown on IS lasers can be slightly lower than Clans but balancing needs to be done with tonnage difference, respective tech DHS cooling rate and heat capacity, taken into account. I will try to make a post to balance equivalent medium lasers from both tech bases after this thread starts.
- Chassis with low laser mounts should get laser heat gen and burn duration quirk buffs, as should those chassis with limited energy hardpoints.
- The above would make ballistics more worth taking. And to buff ballistics, more ammo/ton (something like 30-50% more at least) is needed, especially considering the current projectile velocities and the doubled armor (compared to TT values). To balance IS vs Clan besides the pinpoint single projectile vs multiple burst projectiles on Clan UACs, either give C-UACs more ammo than IS or give them higher velocities. The former is preferred.
- Gauss can be left untouched with at most a HP buff so they're not so easily critted and exploded. Cooldown at 5.0s is decent.
The intention of doing all the math and comparing the stats of Clan weapons and their equivalent IS counterpart lasers (by class and range), was to showcase the imbalance within the laser weapon group between Clan and IS tech bases, caused by PGI's extreme quirks for some IS chassis.
This is exacerbated by the structure buffs for IS (most were needed, some overdone and needs to be scaled back), and the cutting of max range (by 30%) for Clan lasers aside from C-erLL and C-LPL.
So, what're the problems created that my math and tables were able to show?
Taking a QKD-4G's lasers quirks (+15% cooldown,
IS LPL vs C-LPL?
What abut IS erLL vs C-LPL? Out-ranges C-LPL by
Clans not OP
This brings me to the issue that will irk the IS diehards and the lore nerds. Clans are NOT overpowered anymore! IS lasers quirks on the extreme end have imbalanced the long range trade gameplay vs Clans. Even reducing range quirks down to a max of 10%, some IS chassis with strong laser quirks still burn cooler, shorter and more frequent than their Clan equivalent.
This has severe consequences for CW and its Phase 3 implementation, because if PGI does separate CW queues into Solo and Unit queues, the latter queue will be rather unbalanced on many of the CW maps which promote long range fighting, barring severe skill & teamwork gap between the opposing teams.
Clans are limited to lasers and Gauss for long range trade, as cUACs are burst fire and too unreliable (once they jam) to successfully trade with lasers at range. IS ballistics are still relatively low facetime, shoot-snap-away weapons that would limit their facetime exposure to return enemy fire. Taking a quote from my original thread:
nehebkau, on 28 January 2016 - 08:02 AM, said:
- Longer beam duration = worse defensive position because you are exposed more.
- Staggered AC shots = worse defensive position because you are exposed more.
- Greater heat loads = greater requirement to play peek-a-boo games so that you can cool down...combined with longer duration = negative defensive profile.
- Lower weapon mounts = more negative defensive profile. Lower weapon mounts with greater heat loads and longer weapon duration = much worse defensive profile.
Yes, they have a number of advantages (thanks Appogee for compiling the list) which I opine, are at most mediocre.
- surviving when a side torso is gone
- This is partially balanced by Clan XL ST penalties. Can be further balanced by my recommendation for IS chassis to get corresponding structure buffs, according to mounted engine type, ie. IS STD engines get CT structure buffs, IS XL engines get STs structure buffs, NOT BOTH!
lighter weapons and equipment across the board
- Only Clan lasers and Gauss are worth taking in a serious match. UACs are fun but unrealiable. SRMs need you to close the distance which exposes you to the all too strong IS quirked laser vomit, assuming it's a Clan vs IS match (think CW).
ability to min/max large numbers of hardpoints via omnipods,
- Only smaller lasers or at most C-erMLs can be boated when you inflate Omnimech hardpoints. And we all know how hot those run, not to mention the facetime needed to fire more than 8 of them. Their max ranges also got nerfed down by 30%.
lower slot requirements
- See above reply on mix/max hardpoints
longer weapon ranges across the board except vs some very specific quirked IS variants and loadouts
- IS needs only minimal laser quirks.
Why the need for super laser quirks?Glad to hear from Russ that IS laser range quirks are coming down to no more than 10%, which is a fair value IMO. Lasers need a rebalance in general still to increase ballistics viability.
- IS needs only minimal laser quirks.
uniform movement speeds in their heavies, enabling easier deathballing
- And IS also can deathball with teamwork. If you want to NASCAR, you're basically playing among solo pugs. I don't know of any meta IS heavy mechs that can't go at 60-75kph. The meta at higher tier gameplays isn't deathballing, it's knowing how to setup a firing line.
multiple targeting computers at lower weight, enhancing critting chances, target data and zoom
- Only the TC1 is worth equipping. Feb we might see a real change to that but given how hot Clan lasers run, I'd rather add DHS unless the benefits are enormous.
fewer slots for DHS
- See above reply on mix/max hardpoints
CASE on every component of every Mech
- If you absolutely need CASE, just do it. It would cost you only 16pts of armor from your entire chassis. What, your structure quirks aren't enough shielding? Smart placement of ammo would save you from requiring too much CASE anyway.
- the ability to boat large numbers of Streaks against IS Lights - IS has no equivalent
- Buy the Archer. Seriously. Because if you can't aim for legs on lights, you need to Pay to Win.
UACs >5, creating the opportunity to significant increase damage beyond standard DPS
- UACs are unreliable. Fun, but you cannot trust them just like you cannot trust overheat RNG!!! It only succeeds in public matches
Edited by Onimusha shin, 30 January 2016 - 08:04 AM.

























