Quicksilver Kalasa, on 17 March 2016 - 03:36 PM, said:
While I won't disagree that the IS XL can be worse than the cXL provided the rest of Clan stuff isn't strictly superior, the problem is that still doesn't help the other balance issues with the engines since Clan and IS share the same STD engine (which doesn't have to be the case, but currently is), and even with making the iXL behave exactly like the cXL, that would still not solve the overall balance issue, the problem is, which is more likely to happen (and harder to explain why to new player the reasoning)? Making iXL and cXL functionally the same, or giving major buffs to IS weapons to offset the fragility of the IS engines?
Well, let me stop you right there for a minute.
You guys need to cease and desist with only considering "what PGI is most likely to do." I mean, yes, if it's something that so radically alters the core of the game that we might as well call it MWO 2, then it's probably not worth considering. However, PGI is going to do what PGI is going to do. By automatically assuming they will always take the quickest, dirtiest route, you do the game a disservice by trying to sell PGI on those particular solutions both here and over Twitter.
Instead of trying to sell PGI on the minimally viable solution, what we should be doing is trying to sell PGI on the best solution. What is the best solution? The best solution is the one that makes the game the most competitively sound (read: fair, balanced, skill-rewarding)
and the most distinctive. It's not enough for a competitive game to simply be well-balanced, it has to stand out, else who is going to watch it? If nobody watches, who is going to sponsor it? So, what is MechWarrior's, or even BattleTech's, most iconic and stand-out feature? Clans vs. IS. That feature's attractiveness is predicated upon the two sides being very, very different.
To that end, it would be far wiser to maximize the differences between the two factions whenever feasible, because that's what makes the game interesting, not watching two teams shoot at each other with different colored lasers and SRMs that pretty much behave the same item-for-item. Buffing the durability on the XL using a scalar value is a feasible solution. You guys are already advocating that particular solution to make STD engines useful, so why change the method for XL? Whether or not it's the simplest fix is beyond the scope of what we should be considering, as per the first paragraph. Another feasible solution is making the rest of the IS gear perform well in some way as a foil to the Clans, making it worth the fragility to make certain builds possible (or, alternatively, worth the loss in speed to make other builds possible on STD).
Hell, a hybrid of the two solutions would be ideal.
Edit: And even if you want to pursue the ideas that PGI is most likely to implement, consider that they have historically demonstrated some level of attachment to the lore and intent of particular 'Mechs and items, etc. You have to appeal to that just as much as you do the math of the game, the latter of which I maintain is not the single most important aspect.
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This is true, but only specific mechs had the quirks to pull it off, if all ERLL had 25% extra range then yes we could talk about keeping the IS engines fragile, but I don't see those weapons getting that much of a buff anytime soon either.
Doesn't matter if it was specific 'Mechs, think of it like them setting the precedent that we can apply wholesale to the Inner Sphere equipment with the appropriate values to prevent them from being overly overpowered.
Edited by Yeonne Greene, 17 March 2016 - 06:38 PM.