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Balancing Idea


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#1 Kaio Pryde

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Posted 17 September 2016 - 01:42 PM

Balance always been an issue with mwo the problemost I see is that there is no real base standards..

What I think is the IS med laser should be the starting base for all e.r. and standard lasers meaning
IS. Clan
Dmg. 5. 7.
Duration. .8. .8
Range. 270m. 405m
Cooldown. 3sec. 4.5sec. (Dmg is balanced thru Cooldown cycle meaning is wep can cycle 7 shots while clan cycles 5 shots, basically they both have the same Dmg output at a set speed)
Heat. 5heat. 8.5 (range is balanced thru heat)
Energy draw 5. 8.5 (range is also balanced thru the energy draw)

Then when it comes to the actual is mech vs clan mech
Structure quirks only on is mech and accelerate deaccel twist rate adds to the survivability while the clan gets the twist range quirk.
Then adding flavor to non omni mech quirks should always be a push pull quirk system for example
A bl6knt has +20% range +20%cd where as a bl7knt has -20% cd +20% heat and the base chassis would be completely normal
So if you're trying to build a long range version it's penalized by cd if your trying to build a higher dps mech it's penalized by heat and the base chassis would run normally in between. This also in turn slows down the time to kill between each variant.

A good way to replace energy draw too is simply doing away with ghost heat
Getting rid of additional heat capacity bonuses from skills heatsinks and anything else that can allow any mech to hold more heat basically having a fix heat cap on all mechs and having only the need to adjust the values of heatsink heat dissipation would adjust the rate on how fast people bleed off heat meaning how fast they can shoot again

Like 70 heat cap on all mechanic
50 pts alpha would most likely hit 80% heat and the time to bleed of that heat would significantly slow down the ttk of what it is now.
And seeing clan can equip more dhs
Theoretically it can easily be accomplished by adjusting values
Is single hs 1heat dissipation
Is double hs. 1.7 heat dissipation
Clan double. 1.5 heat dissipation (since clans only use 2 slots per hs objectively it's more compact so less heat dissipation)

Now uacs is uacs 5 should be the starting point
Clan uacs 5 and is uacs 5 should both have the same Dmg per round.
the tonnage difference should be visible thru jam chance
Is jam chance 15% clan jam chance 18%
Then a uac10 shoots 2 rounds of 5 Dmg each jam chance of 20% uac20 4 rounds of 5 Dmg jam chance of 25% and another way to even out the tonnage savings is again the cd is.uac5 have a cd of 3 clan uac5 cd of 3.5 and so on along the bigger Dmg uacs

Is ac is really at a happy.medium right now the way it is







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