Vanguard319, on 17 January 2017 - 06:04 PM, said:
Hardened Armor should have a mobility penalty due to the increased mass, say a penalty that cancels out speed tweak and torso twist speed perks.
Can't say I agree with that, because you're already being forced to invest up to double the tonnage in armor. However, TT also has some pilot checks and other things associated with Hardened Armor, but I also see that as a cost for all of the bonus properties to Hardened Armor that we do NOT have in MWO (no AP munitions, TCMs, or Mech Tasers).
Remember that the Skill Tree is also being completely overhauled come February. Therefore having something reliant on skills is pointless; and especially shouldn't be done since the new skill system will not allow the pilot to have all options, so balancing off one specific skill won't work well at all.
On the other hand, possibly making Hardened Armor provide something like a small 5% agility penalty might not be too obscene. I think it would depend on how it plays out in MWO, since we can't replicate everything from TT perfectly.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Composite structure (IS) - same weight savings as Endo Steel, but requires no criticals, however, it takes twice the damage, essentially halving structure health.
Forgot about that. Good addition. Some might say DOA and useless, but maybe not. I could see it possibly being a viable choice for crit-starved mechs that need tonnage.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Triple Strength Myomer (IS) - takes up 6 crits, the mech's top speed increases by 12% when heat threshold is over 33%. if melee is ever introduced, it also doubles melee dmg while active. Cannot be used on mechs equipped with MASC.
Kicker here is you can't use straight TT conversions. Mechs' heat capacity varies based on how many heatsinks you have because of the heavily modified heat system MWO has. A mech with 20 DHS has a heat capacity of 60 (30 + 20x1.5), which means they'd need to consistently maintain 20 heat just to keep TSM active. On the other hand, only having 10 DHS lowers that capacity to 45; and the mech would only need to maintain 15 heat for it to be active. Then you can't forget the differing levels of cooling involved, which makes acquiring and staying at the "activation level" of TSM even harder to achieve and maintain. Other solutions would need to be formulated.
Honestly, unless Melee comes along, I don't see TSM being an easy win or wholly worth it to implement into MWO.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
X-pulse lasers (IS) - Treated like an upgrade for pulse lasers. increases ranges to the following:
small - 150m optimal, 300m max
medium - 270m optimal, 540m max
large - 450m optimal, 900m max
Each laser generates more heat as a penalty however, and offers no increase in dmg.
MWO has already tweaked ranges so much from TT, to achieve better balance and parity between IS and Clan forces, that X-Pulse lasers would need something more/different to set them apart. One could only hope that PGI would use it as an opportunity to actually implement something more of the energy machine gun that Pulse Lasers are described as being from lore.
I'm not saying I'm against their implementation. I'm just saying we'd need some way to really set them apart and make them a viable choice.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Light Ferro-fibrous armor (IS) - takes 7 crits, armor value is 6% greater than standard
Heavy Ferro-Fibrous armor (IS) takes 21 crits, armor value is 24% greater than standard
Endo Composite Structure (both) - 25% weight savings, and takes up 7 crits (IS) or 4 crits (clan)
Forgot about these, in all honesty. They're also necessary to implement some canon mechs and builds.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Light Autocannon (IS) - Lighter ACs, with less bulk, but with less range
LAC2 - 4 tons, 1 crit, 2 dmg, 540m optimal, 1,080m max
LAC5 - 5 tons, 2 crits, 5 dmg, 450m optimal, 900m max
They're almost a given no-brainer for implementation and the stats are easily cloned from TT or copied from the MWO standard versions. The only reason I hadn't included them originally is because their implementation is almost akin to merely filling out the rest of the standard autocannon family. I'd love to see them because they're more light ballistic options and open up a lot of build options.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Ferro-Lamellor Armor (clan) - provides 88% armor coverage of standard armor (14 pts/ton vs. 16), but reduces dmg by 20%
Right . . . forgot about this stuff . . . one of the reasons I don't like a lot of the later technology in Battletech. It's basically a "superior" Hardened Armor that can be used on Omnimechs with none of the drawbacks. Of course it really doesn't matter . . . much . . . for MWO that it can be used on Omnimechs because you can't change the armor type of an Omnimech. On the other hand it does allow the implementation of various Omnimech chassis down the line.
Probably the best way to balance this out would be if this armor was only available to the Clans and Hardened Armor was only available to the IS . . . but if they did that then Hardened Armor definitely shouldn't have any movement penalties for the sake of balance in a game like MWO.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Protomech Autocannons (clan) - same idea as light ACs
PAC2 - 3.5 tons, 2 crits, 2 dmg, 600 m optimal, 1200m max
PAC4 - 4.5 tons, 3 crits, 4 dmg, 450m optimal, 900m max
PAC8 - 5.5 tons, 4 crits, 8 dmg, 300m optimal, 600 max
Right, something else I forgot because I've never used Protomechs in TT. Given their light size and lower damage values, I could actually see these being the single-shot AC's of the Clans. That'd probably make them interesting and highly desirable for the Clans to have.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Watchdog CEWS (clan) - 1.5 tons, 1 crit, acts as both an active probe and ECM, each function has about 2/3 range of the standalone versions.
If they do put this in, then they BETTER unlock the active probe on the Koshi. Also, I'd still limit it to being an ECM hardpoint option only to prevent it from just being an OP addition to any mech.
On the other hand, this one might be tricky to implement, mechanically, without fixing the ECM "Magic Jesus Box" due to the way Probes and ECM interact currently. I'm not sure how PGI would balance this or make it function in MWO without basically just installing a seriously OP piece of equipment.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Light Machine guns (both) - longer range but less dmg
LMG - .5 t (IS), .25 t (clan), 1 crit, .5 dmg/s, 180m opt, 360m max
Heavy Machine guns (both) - more dmg, but less range
HMG - 1 t (IS), .5 t (Clan), 1 crit, 1.5 dmg/s, 60m opt, 120m max
Given the way that PGI has balanced MG's so far, the biggest reason that I didn't include them is because I couldn't think of any way that PGI could implement them in a way that even matters. The range difference on the LMG is so little to be useless when compared to the damage loss (a standard MG will basically be doing the same damage at the same ranges outside optimum); and the same goes for the HMG.
I'm not saying it couldn't or wouldn't happen, I just think that with the way MG's are currently balanced that it wouldn't matter.
The same honestly goes for MG arrays. In TT they ensure that all MG's in the array hit the same place to inflict massive damage, for the tonnage investment, to one mech location. In MWO everything is already synced with pinpoint accuracy to your targeting reticle, so what's the point? I just don't see one.
Vanguard319, on 17 January 2017 - 06:04 PM, said:
Armored Components (both) - Omnimechs cannot armor fixed gear, but can armor pods (i.e. Shadowcat cannot armor it's MASC system as it is fixed, but could armor a gauss rifle, an Omni can have an armored engine if originally built with one) each critical slot of the component must be armored, and adds .5 t/crit to the weight of the component. Each armored slot can ignore one critical hit. cannot be fitted to ammo bins.
Hoo-boy. You want to talk about one of the biggest P.I.T.A. of any component for PGI to try to implement into the Mech Lab and the game as a whole? You just named it.
- First off, the TT system for this doesn't translate to MWO . . . AT ALL. Components don't suffer just damage or destruction from a Crit. Components have health. Saying that the first crit to a component is nullified but the armored component is gone? 1 MG Pellet or 1 PPC bolt . . . which would you rather have your armored component stop? Is that fair? Not hardly.
- Why armor an engine, gyro, or any other such component? Such things don't suffer crits in MWO. Unless PGI fixes that then it'd serve no purpose UNLESS they decide that it adds structure to the component, but then you have multiple types of armored components functioning in different ways.
- How do you even set that up in the Mech Lab? That would be a boatload of UI work and engineering just to be able to fit it to components in the mechlab. That's alone makes the viability of its implementation questionable, at best.
- In addition, you're not even talking about a component, but dynamically altering the properties of components on the fly. That'd be a whole other layer of engineering and design work to even attempt to make that function.
- Also, how would it look/function on the battlefield. Do you get to see an (A) next to any weapons or equipment when you target someone? Do people get to see anything? Do whole new UI elements or "Bitching Betty" recordings need to be made to tell you your component shielding just blew?
By the time all of this is looked at, are armored components really worth the effort for PGI to implement into MWO. Honestly, no, I'd much rather see the development effort placed elsewhere.
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Regardless, a lot of really good stuff in there. Thanks for the feedback.
Edited by Sereglach, 18 January 2017 - 12:32 AM.