Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
Quirks helped it a lot and even before it wasn't underperforming at all.
When the MDD hit with Wave 2 it did not had to compete with the TBR SMN or HBR. It had it's own niche where it could shine, namely shortrange brawler or lrm lobber.
we can agree 2 tons isnt much, but it could help it with its MDD-C build,
2more Tons of ammo, or 1Ton more Ammo and 1More ton of Armor,
more tonnage just helps it do things it couldnt before,
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will 2 tons make it the best Dual Guass Sniper? well no its not,
but it gives it the option to Run another Build just alittle better, thats why i ask for these things
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
MDD already has plenty of podspace and 26 tons to play with, on top of very favorable hardpoints for its niche.
SMN on the other hand has more then 20% less tonnage despite being 10 tons heavier thanks to 7,5tons heavier engine, 2 more hardwired heatsinks and 5 tons worth of jumpjets. SMN has to compete directly with every other clan heavy without having a niche of it's own (expect jumping with is a forced niche.. can't get riid of the jumpjets, might as well use them).
SMN suffers from hardpoint inflatation on top of it.
we cant have different construction Rules for Every mech, its confusing and not very fair,
currently we are using nearly TT OmniConstruction Rules but Full BattleMech Factory Construction Rules,
already things are placed way in BattleMechs Favor, BattleMech hard point inflation just makes it worse,
but its easier to ask for OmniMech Construction rules to be relaxed 10%,
then it is for BattleMechs Construction Rules be locked 80%,
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um the SMN doesnt suffer from hard point inflation it suffers from a Lack of hard point inflation,
Most BattleMechs get hard point inflation, but No OminMech gets hard point inflation,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
help it yes, but they arnt going to make it instantly better, it just gives it a few more builds,
which im fine with, but still those 2 tons could still help the SMN, which is why im asking for these things,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
If aynthing the WHK should get a visual overhaul so it won't look like a direwolf even on 3rd glance.
The GAR on the otherhand.. oh boy, don't get me started.
both have a Couple Good Builds, but no one will say never need some more Help,
and remember this gives both just 2Tons more to play with not much, but enough to help alittle,
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the WHK gets 9Tons as because its unlocking its 7locked DHSs,
will this make the WHK OP? no, as the MAD-IIC will do everything the WHK does but better in Dec,
just as people cant say the DWF is still OP, and is bearly Meta,as the KDK does Everything Better,
but unlike the DWF which is locked into being Slow, the KDK can take 400XL, and Higher Dakka,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
Glossary of video game terms, Wikipedia said:
The gradual unbalancing of a game due to successive releases of new content. The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place. As new expansions or updates are released, new game mechanics, units, equipment and/or effects are introduced, usually stronger than previously existing content. Game developers use this primarily to push the new content, as it gives an incentive to buy it for competitions against other players or as new challenges for the single player experience. As new content with more power is introduced, the average powerlevel within the game rises, making it increasingly difficult for older content to remain in balance without changes. This means older content becomes regressively outdated or relatively underpowered, effectively rendering it useless from a competitive or challenge-seeking viewpoint. In extreme cases whole parts of the game will be avoided by the players, as they are overshadowed by newer content.
so unless these Bufffed Mechs Suddenly start out preforming the Best in the Game then its not Power Creep,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
I will go through it step by step.
again you cant Build a system where every unit has diffrent Construction Rules,
it doesnt work well, is hard to Balance, and takes a long time to implement(Please See Quirks)
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
See Above where Everything has diffrent Construction Rules,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
3Builds(12ERSLs)(12SPLs)(2ERPPCs) unlocking this wouldnt add much but it could help some,
(12SPLs +4MGs)(2SRM6As +6SPLs) its about options, and having Fun,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
because 3Tons will suddenly make them OP? this is one of those that Benefits from this That Perhaps Shouldnt,
but to keep things constistant, as to make it more User Friendly its better Buffed, sorry just how it is,
Few will agrue that the HBR is good, but take away its ECM and few would take it, just saying
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
yes and losing 7Crits for 5Tons is a Choice Players would now have,
the DWF is slow, its not OP its bearly Meta, with all this a Choice could give players more options,
its not ganna Out Preform a KDK or even an Atlass even if it has 5 more Tons,
DWFs are Walking Barns, that cant twist, cant take a Hit and can Bearly Run,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
See Above where Everything has diffrent Construction Rules,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
Instead, you might want to look at pilots who do make it work and take notes. MDD is good as it is right now. Niche mech for sure but sure as hell not underperforming.
saying that You can make something work isnt the same as saying it doesnt need a Buff,
a MLX can work, that doesnt mean a MLX doesnt need a Buff, right now the MDD has some Nich Builds,
these 2 tons could help it Run Duel Gauss as per its C Variant, every little Bit helps,
it wont become the best at Duel Gauss, but its another Option for Players,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
2Energy is far from what the SMN needs it helps yes, but dont think Everyone will suddenly start taking them,
just like me assking for 2 tons, it will help abit but its not going to break the game,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
Anybody who can make this thing work without small or smallpulse lasers, you have my respect.
which are their own Topics, in this one im talking about giving it 2 tons so Players can have abit more fun,
some more options and perhaps Ammo for that UAC20 some equip some times,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
2tons arnt ganna break the game, 2more tons of SRM ammo? 2more tons of UAC20 ammo?
its only 2 tons so i dont understand why you seem to think the WHK will suddently out DPS KDKs,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
ok so no problem with these getting 2 more tons, ok moving on
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
See Above where Everything has diffrent Construction Rules,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
It won't start boating missiles either, no hardpoints for that. How would that even remotely help the NVA to be more competitive towards outer clan'mechs? Specifically towards the SCR and HBK IIC?
yes its like it would almost be good on its own? you could actually take large Ballistics with it,
this opens up (UAC20 +6SPLs builds)(2UAC5s +4ERMLs)also with the Hero(4SRM4s+ERPPCs)
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
like the DWF most of the Time the WHK Runs out of space before it runs out of tonnage,
you are almost forced to place all your Ammo in that RT, this gives options for spreading the ammo out more,
unless you are one of those who never takes Dakka in a WHK i can say this is a problem,
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
ok so no problem with these getting another ton, ok moving on
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Toha Heavy Industries, on 10 October 2016 - 04:49 PM, said:
Unless quadgauss needs to become a thing. Then again, it will still not quadgauss better then the KDK. So what's the point in removing Heatsinks?
allowing people to have more Fun building it, will it be better than the KDK? no,
then why do it? so we can all have abit more Freedom in Building out OmniMechs,
im not proposing these things to make these Mechs OP, or the Best in MWO,
im Proposing these things to help them alittle, and make them more Fun to play,
which is why most of us are here, to have fun playing with and building Mechs we love,
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remember this Topic is also for IS omniMechs yet to be released,
OmniMechs that could use these Options, Options to help them be just alittle Better,
its not about Power Creep, its about Having Fun, and Building Mechs we all Grew up with,
Edit-
Kuaron, on 10 October 2016 - 06:28 PM, said:
At the moment, Omnimechs have their thing by changing pods instead of their internal parts but having access to the more efficient Clan tech. There is some kind of balance between them and Battlemechs this way.
I's rather think about nerfing IIC-Mechs which have the best of both cakes.
But I'd completely rethink this statement if we get 12 vs. 10 matches, Lances vs. Stars, as is being discussed in the other thread.
Because in the moment of this change Clan and IS are stop being supposed to be balanced equal, but rather one would have to elevate Omnimechs on the level of current IIC-Mechs.
i believe(as well as this Topic) IS and Clan are Balanced, but thats another Topic,
Please use the Forum Search Feature to look for the Discussions about these things, Thanks
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Edited by Andi Nagasia, 11 October 2016 - 12:46 PM.