Just doing a week tour through both factions (except for the fedrats) before heading back to the Draconis Combine. There certainly is slight learning curve when switching between team Clan mechs vs team IS mechs
Mawai, on 02 March 2016 - 06:43 AM, said:
Interesting. I didn't know that since I never played Solaris just Battletech. Adding that feature though must have totally unbalanced almost every mech in Battletech and invalidated any BV information since the weapon balance would have changed substantially.
I also ran across a comment that support for the Solaris VII rules ended at some point fairly early in the BT development cycle (before late 3050's weapons introductions) ... so I am not sure how well the rules worked from a game play perspective. The few comments I found seemed to think the AC2 and MGs were OP with the high firing rates.
Solaris was primarily meant to be a 1vs1 matches instead of lances, with the board game focused on Solaris gaming world. Things that was taken for granted was part of the ruleset, such as changing up TICS and firing weapons. If your TICS were already set, you could fire ONE TIC or fire one weapon but you could not do both in the same round.
For players like yourself who may not have been aware of the Solaris game that is fine, we all learn something every day, but there are others who are aware, even when reminded but they keep trying to compare MWO to BT, to put their own spin on how much damage should be done over a time period. The other PC games had delays, with MPBT versions being even closer to that rule set in terms of delays/cooldowns.
The other PC MW games used similar but shorter delays but they were primarily meant for a PVE campaign with some multiplayer aspects added on. The MPBT games though kept the delays/cooldowns closer to the Solaris setup.
As others have mentioned, in the current setup/environment, use what does work then for the other items PGI should make its own house rules. The negative aspect though is not putting in both sides of the equation concerning the balancing factor of one of the critical pieces, the Heat Scale. Atm the only negative piece is hitting 100% then shutting down or override it. Until then a player does not really need to THINK during battle until several barrages have been fired.
With 2-3 additional negative thresholds (moving slower, agility decreasing, nearing the first shutdown-not the final shutdown) imagine a light/med pilot having to reconsider firing another full alpha into that assaults rear, chain fire a few weapons or not firing at all but moving along due to the concern of becoming so slow that the assault can get a bead on it. Or a heavy/assault firing a full alpha but the consequences will be slowing to a crawl, taking longer to back up or longer to reach the next cover. That is not represented in the game except for when a Clan mech loses one side torso w/C-XL engine. With a more functioning Heatscale, that lost should only result in the heat penalty while the Heatscale covers the movement/agility aspect but not just for that setting but for every mech that hits specific heat thresholds.
And you may not be aware of it, but when PGI/IGP doubled the armor for the brawling piece, the higher ups were not aware that the internal structure had also been doubled, and left it like that. The other is that equipment, when hit with a crit, was not disabled/destroyed like it would be in the boardgames but had health points, default 10 HP. That could be considered not keeping with the "rules" but it works well in this environment. The lone exceptions atm though is the Gauss Rifle (low HP/ exceeding ammo crit chances changed some time ago, when it was the go-to weapon) and the IS-XL engine (before the arrival of Clan mechs and C-XL engines). There are threads concerning both but pointing out how not keeping to a rule set benefits the game in one way, for the most part
Edited by Tarl Cabot, 02 March 2016 - 06:41 PM.