There's a lot of posts I'd like to respond to here, but too many to put into quotes and try and get it all organized in a way I'd like, so I'll just try to put my thoughts, opinions and observations into line here.
For starters, the question of STD/LFE/XL/CXL...
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There have been lots of good points made so far, but one thing that's really stuck in my craw are the "IS XL Normalization" people, if the IS XL loses the "lose a ST you die" penalty, then the Clans will want some concession to make up for it, likely the penalties to speed and heat dissipation removed, and then we're back to the Clans being overly dominant like they were when they first came out... Maybe not quite that bad, but I hope you see my point.
The CXL is arguably the best engine in the game right now, we all know this, we all accept this. Or at least I hope to Christ we all do. I'd bet real money that there are some people out there that don't acknowledge this fact, or worse, refuse to acknowledge this fact. The STDs are probably right behind it in the #2 slot since you don't just pop like a champagne cork on a ST loss. The LFE is already about as balanced as it can be in relation to all the different engines in that it's a middle ground between the STD and the XL.
You survive a ST loss like the Clans XL, but you don't have as much weight savings like the XLs, you only save 25% over the XLs 50%.
I don't see how the LFE can be balanced, or any of the other engines for that matter, any more than they already are?
STD: 100% weight, CT only, less available weight for weapons/ammo/equipment.
LFE: 75% weight, 2 slots/ST, gives a little more weight for weapons/ammo/equipment, and allows for some amount of weapon stacking that the IS XL doesn't allow for, doesn't die from single ST loss.
IS XL: 50% weight, 3 slots/ST, doesn't allow for some weapon stacking combos, but gives you the most available weight for weapons/ammo/equipment, you die from a single ST loss.
Clan XL: Again, 50% weight, 2 slots/ST... You've basically got a 25% lighter LFE, allowing you more weight to allocate to weapons/ammo/equipment, and you can stack weapons to the Nth degree thanks to Clan weapons being lighter and taking up less crits than some of their IS equivalents.
There's enough advantages and disadvantages for IS engines as it is. You want to survive the longest, but have less space for weapons, you take a STD. You want to pack more weapons/ammo in, but know that you're risking getting easily ganked, you take an XL.
An LFE allows you to take a little more in the way of weapons/ammo, and allows you to survive a single ST loss. They are better and worse in one way or another compared to STDs and XLs. Obviously there should be some form of penalty for an LFE losing a ST, but they can't be too severe or people will complain about God-Only-Knows-What. Back to the whole IS/Clan XL argument mostly I would guess.
What are the current Clan penalties for XL ST loss? 20% wasn't it? If I remember reading some of the earlier comments properly... I think that's about fair, with some exceptions of course, the DWF gets seriously screwed, but it's the only one I can think of at the moment... The Turkina would probably suffer pretty badly too, due to it's huge overall body like the King Crab.
Speed/Heat penalties for a LFE ST loss should be about equal to the Clan's 20%, but no higher than a 25-30% penalty, and that's going to seriously hamper some mechs, almost as bad if not worse than the DWF if I had to venture a guess.
I seriously don't know where this whole "IS XL Normalization" movement came from, but it's a seriously bad idea as I said in my first bit there.
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Now then, onto the whole bit about people crying, pissing and moaning about the timeline.
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As someone said, LFEs are timeline appropriate to a degree as of 3053, and seeing as that's where we are, the LFE should have the chance to be added, as it gives IS players more flexibility to combat the Clans superior technology.
Yes, I said Clans superior technology, just bare with me for a bit, okay?
Clan tech is superior only in that many weapons are lighter and take up less crit space than many of their IS counterparts, then there's the fact that Clan Endo/Ferro takes up fewer crits as well.
The usual Clan range advantages are nullified on most of the maps the game currently hads... Alpine Peaks and Polar Highlands being probably the two major exceptions to said rule, but pretty much every other map in the game, Solo and CW nullifies the Clan range advantage to some degree, some maps more than others, the tunnel on Crimson Straight for example.
Now, as far as weapons are concerned, we can give the IS the remainder of the weapons they do not have that Clans do, ER Small/Medium, Ultra AC2/10/20, LBX AC2/10/20, Streak 4/6 and I think that's about it... If I happened to miss any weapons do let me know.
Get all the IS equivalent weapons balanced against the Clans weapon list and then we'll worry about "FutureTech" weapons like X-Pulse/ER-Pulse, Heavy/Light versions of different weapons, so on and so forth. The only weapons that will likely be impossible to implement and/or balance are weapons that require ammo switching, such as certain LRM/MRM/SRM ammo types.
This is really what I feel the biggest problem MWO has had since the introduction of the Clans.
Without the benefit of 12v10 asymmetrical balancing, the game needed to be symmetrically balanced from the get go. As in, they should have gotten all IS timeline appropriate mechs/weapons/equipment into the game and well and properly balanced first...
This includes ECM.
The major exceptions to this timeline rule are of course the Classic/Formerly Unseen mechs like the Stinger/Wasp, Warhammer, Marauder and so forth. These mechs
should have been in the game from the get go, but because of the continual pissing contest Harmoney Gold holds over these mechs and their source material, were denied the ability to be put into the game until now, and even then several of those mechs are taking a long time to make it into the game to ensure they do not incur the wrath of those idiots.
Those being the Stinger/Wasp, Valkyrie and Crusader. I'm confident than the Longbow won't take too long to redesign sufficiently to separate it from the original version.
Then, and only then should PGI have thrown the timeline appropriate Clan mechs into the mix, Omnimechs, IICs and whatever completely unique Clan Battlemechs there are along with the equivalent IS weapons as I just pointed out, then iterate the balance from there until it was time for a timeline jump... Bringing in the IS Omnimechs for example.
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Holy crap what a spiel that was.
If I missed anything, or am wrong about anything, please do point it out.
EDIT: For whatever reason, some of the edits I try to make to make this a little more neatly formatted will not go through... Whatever.
Edited by Alan Davion, 13 April 2016 - 03:18 PM.