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Simple Fix For Most (But Not All) Inner Sphere Light Mechs


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#41 Deathlike

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Posted 16 February 2016 - 07:02 PM

View PostTrauglodyte, on 16 February 2016 - 06:56 PM, said:

You're absolutely right, Death. That is why the biggest issue that I argued back in the day was simply white washing the game with a simple calculation for engine caps. If Mech A has an insane number of hard points and Mech B has only a few, the answer to balancing within the weight class isn't to get them the same/similar engine cap due to a bad formula. Reducing mech A's max speed by 5kph isn't the answer either - my Cicadas are all faster than the Arctic Cheetah but that doesn't mean that I can outrun the weapon range once I'm engaged within "melee" range. So, what good is my speed buff if I'm still getting shot in the butt as I go 7kph faster?


Well, there's always getting bigger guns... but that's not always optimal either.

I dunno... the Spider-5V will still be awful (I don't mention the Panther-10P often, so I'll throw it in there for fun) and MGs are still terribad...

I guess it's another Dartboard quirk mini-game to play.

#42 Trauglodyte

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Posted 16 February 2016 - 07:08 PM

Yeah. I was thinking about the impact on the game if they added in the Light AC/2 and Light AC/5. But, in that case, all it really does is benefit the heavier mechs that can boat them. Plus, those don't come into the timeline until the 3060s. So, your options are better MGs, which Paul won't buff MGs cause of the crit (trademark), adding in all of the LBs which come into play in 3058 but that doesn't help cause LBs are still LBads, or adding in Mech Mortars which are just area effect LRMs without the lock. So, yeah, you either tinker with the speed caps, which they won't/can't do because we're 3 years into the game, you add in complementary weapons, do something with quirks, or you just suck it up and deal with it. Because, there isn't anything that you can do to tweak weapons to make the Locust, Mando, Spider, deadly vs. the Firestarter, Jenner, etc. that won't make those better mechs even better. Yet, the advanced weapon options don't really help, either. So, are we left with information warfare to benefit 2 of those listed 3 mechs (Mandos are strike platforms like the Jenner only lighter and with less weapons)? That isn't going to happen cause the loudest coherent and unified voices are those of the CW diehards which do nothing to actually help the game.

Edited by Trauglodyte, 16 February 2016 - 07:18 PM.


#43 Wolfways

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Posted 16 February 2016 - 07:13 PM

Easy fix for many clan lights (and clan in general):

Let us change engine size and fit Endo/FF! Posted Image

(No I don't give a crap about swapping omni-pods. It's not any kind of advantage if the mech already has the hardpoints you want.)

#44 FupDup

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Posted 16 February 2016 - 07:16 PM

View PostWolfways, on 16 February 2016 - 07:13 PM, said:

Easy fix for many clan lights (and clan in general):

Let us change engine size and fit Endo/FF! Posted Image

(No I don't give a crap about swapping omni-pods. It's not any kind of advantage if the mech already has the hardpoints you want.)

All Clan lights already have Endo/FF. :P

...But that's still not enough to save some of them...

#45 Wolfways

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Posted 16 February 2016 - 07:31 PM

View PostFupDup, on 16 February 2016 - 07:16 PM, said:

All Clan lights already have Endo/FF. Posted Image

...But that's still not enough to save some of them...

Yeah, I played the trial lights for the event yesterday. I'm not a light player and consider myself bad at it but wasn't surprised at the results.

IS lights (Raven and Jenner) - Very mobile and high survivability. Decent(ish) damage (300-500+)
Clan light (Adder) - Worse due to less speed to change position and screwed if caught by a brawler light. Easy target, low survivability. Damage okay (200-500)
Arctic Cheetah - Very mobile, very high survivability, good damage even when I screwed up a lot (500+). Felt like playing a Spider with more guns.





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