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This Is What We Have Been Waiting For


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#21 LTDominator

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Posted 19 August 2016 - 06:21 AM

there is nothing overquirked IS, clan mechs just still op, you allways have XL engines, in IS mechs you loose one sidetorso you be toast, in a claner you just have a heat penalty, all you claner do is packing as most laser in your mechs as possible and always stay out of IS range. thats so damn anoying to fight, its just frustrating and not nearly fun. look at the innersphere map in faction war and you see that clan is op. even some claner i know told it to me. every one knows but just "meta" jadefalcons denie because they like to stomp IS in factionwar. the best players of my faction (kurita) left and switched to jadefalcons, the remaining loyalists has stopped playing at all. kurita HQ TS: empty, my units TS: empty, all my friends TS: empty everyone tell the same, its not fun to fight 12 lavervomit claner if you have to shot the for ages and they just oneshot you out of an assault with an damn ebonjag...

that is the main reason that you dont get 12 vs 12 premade fights anymore.
clan has to be op but nobody wanna play a toaster against a warmachine, so if you remain op then give us 10 claner vs 12 IS and i accept it, then use your laservomit but 12vs12 is just not fun and i dont like to get ***** over and over because i like to play battletech hell no...

laservomit remain = still no fun to play a brawler (i leave and go back to eve online, then wait longer for a match)

Edited by LTDominator, 19 August 2016 - 06:33 AM.


#22 BluefireMW

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Posted 19 August 2016 - 06:25 AM

i look and see, just the Jade Falcons are anywhere... all otheres arent.
and the IS is so much better with there lasers, the only problem is to take use of the advantage.
Most Jade Falcons are at least skilled enough, that that advantage doesn't help that's all

#23 EvilCow

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Posted 19 August 2016 - 06:29 AM

Really a surprise.

Everything sounds very reasonable and well thought. I like the proposed changes to weapons too.

The only thing that I would adjust is the energy level, it is proposed to be 30 for all mechs but from the description it appears that PGI is already planning to do adjustments.

I would like to have an energy storage proportional to the engine size, it makes more sense than just link it to weight or set some arbitrary values. Same logic of having a heat scale proportional to the number of heat sinks.

Well done, can't wait to test this.

#24 LTDominator

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Posted 19 August 2016 - 06:49 AM

View PostEvilCow, on 19 August 2016 - 06:29 AM, said:

I would like to have an energy storage proportional to the engine size, it makes more sense than just link it to weight or set some arbitrary values.


no if an atlas run on 300 std engine it has no chance against an medium with 360 engine, so wheight class matters

#25 EvilCow

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Posted 19 August 2016 - 08:07 AM

View PostLTDominator, on 19 August 2016 - 06:49 AM, said:


no if an atlas run on 300 std engine it has no chance against an medium with 360 engine, so wheight class matters


Standard engines could have a modifier, let me expand on the idea:

Lets assume that the cap is exactly equal to the engine rating divided by 10 for XL engines, this would mean a cap from 10 to 40.

Problems:

1) Light mechs with very small engines would be in trouble, see Urbanmech.
2) Standard engines would be at severe disadvantage.

Solutions:

1) Standard engines get something like a 25% bonus.
2) Lower cap of 25.
3) High cap of 40.

The cap of 40 would only be reachable by XL 400 engines and standard 320 engines. Small mechs would have at least a cap of 25. The range would be 25..40.

Light mechs would have up to 30 (300XL).
Medium mechs would be in range of 27..36.
Heavies could, in theory, reach 40 but sacrificing a lot of tonnage.
Assaults could reach 40 without too much trouble.

The game in mechlab would be to reach a balance between engine size and payload, not just heat balance.

This is the general idea, actual numbers could be tweaked.

Edited by EvilCow, 19 August 2016 - 08:11 AM.


#26 Cy Mitchell

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Posted 19 August 2016 - 08:26 AM

From what I have seen so far it is an improvement but it is not perfect. I do think there could be some adjusting of the Energy amounts for some Mechs either by weight class or individually as part of balancing (individually might be too complicated and arbitrary though). I also feel that the energy bar refills too fast. Perhaps 10 or 15 per second would be better than the current 20 per second. This in addition to the increased cooldown times would help increase TTK. I would also change Gauss to a flat 20 Energy draw and remove the restriction of mounting just two. PPCs energy draw should also be raised slightly. If not PPCs will be the next big problem. I would also recommend that the SRM and LRM multiplier be lowered from .75 slightly. Maybe .66 would be more appropriate. SRMs and SSRMs especially, seems to generate too much heat when fired in clusters which must be done in order for them to be effective.

Still, this is a good step in the right direction IMO. With some tweaking, it could be really great for the game.

Edited by Rampage, 19 August 2016 - 08:29 AM.


#27 Gas Guzzler

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Posted 19 August 2016 - 08:58 AM

All assaults can do is boat PPC/Gauss or Dakka. That's called boring and has killed variety in the assault class. If we have to keep this system, it needs serious tweaks.





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