Wintersdark said:
"None of which would have been stopped by sized hardpoints.
I love the concept, I'm all for a more limited mechlab, but you're fooling yourself if you think that would have magically fixed balance issues. It just would have made certain mechs DOA (those without the right hardpoint sizes), in almost exactly the same way many clan mechs are trash tier primarily because of poor fixed upgrade/engine choices.
Again, I'm pro-sized hardpoints.... But it would not have fixed any balance issues."
(In reply to my message about unlimited mechlab leading to ghost heat, weapon nerfs, JJ nerfs etc. Sorry about the wonky quotes, when I click Quote button it just opens a blank reply box)
Never said sized hardpoints (or my alternate suggestion, critspace-limits for weapon types) would 'magically fix' balance issues. However you are fooling
yourself if you think that many of the balance 'fixes' we have now weren't put in specifically to address:
-Dual-gauss and dual-AC20 builds on certain mechs/mount locations
-Boating 6 ERLL, 6 PPC, multi-AC2s, quad-UAC5s (on certain mechs)
-Overloading certain weapon combos on small fast mechs
-Boating various missile combos
-Using JJs and specific weapons in high mounts to poptart
-Ditto for hill-humping
Many of those issues were apparent even before Clans were released; some of them we still deal with. Hence the "need" to nerf everything down, then quirk them back up to make varying chassis useful.
As for mech builds being DOA, no need to lock sized hardpoints into exactly the stock build. If the WVR-6R isn't competitive 'as-is', you give it some extra hardpoint space to allow for more design choice. If the STK-4N is too much of a laser-vomit LL or ERLL boat, you give it only 2, 3 or 4 2-space slots, or make the highest-mount 'peek and snipe' slots 1-slot so LL/ERLL/ERPPC doesn't fit there.
If only a few mechs have enough slot-space for dual-gauss, and those mechs don't have those slots in high-mount sniper positions, then perhaps the need to nerf gauss mechanics goes away. Dakka-mechs go away if they don't have 4 slots large enough to hold whatever is considered 'too much dakka'. A less-competitive chassis gets their slots/mount locations adjusted to allow for more favorable weapon choices.
It may not be the best solution, and it wouldn't fix all balance issues (no game I know of has, although some come much closer). To say that sized hardpoints wouldn't fix
any balance issues is, however, sheer folly.
Regardless, any such major changes at this point are moot, as they would have to re-design nearly half the game to accommodate it.
Any suggestions that we want seriously considered need to be essentially a 'tweak' of the current game mechanics. Limited crit-spaces could be put in, though it would cause plenty screaming.
A modified 'quirk' system could still help although it seems it's going to forever be a nightmare of balancing, complaining, and re-balancing.
Edited by MadBadger, 01 February 2016 - 09:15 AM.