1)limit who can play fw. some feel like you have to be teir 4, others say you should have x amount of games. just to stir the pot, it occurred to me that maybe you should only be allowed to play fw if your in a 12 man group. remove pugs entirely. all 3 options have merit.
2) XL engines are a major handicap. we can choose more weapons and speed for a two shot st kill, because lets be honost, the majority of clan meta builds can 2 shot kill a st on most mechs. the clans dont have that disadvantage. there are a variety of methods suggested for fixing this problem, i personally like normalizing the 2 xls, with the exception that IS loss of a st should = greater heat, and a higher percentage of speed is lost. the variables can be played with so that the lfe can have its own penalties with different values upon a side torso loss. others have stated their views on that though, and i leave it for pgi to sort out which is the best of those options, however i do strongly disagree with the idea that is just needs armour and st buffs. that only covers the problem, it doesnt adress the issue totally.
3)balancing units. i think we should remove the mc reward for mercenary units,make it so only loyalists can claim and tag planets, and recieve mc from them. mercenaries, on the other hand, should earn MC when they switch to another faction, and that faction will give out higher amounts of mc based both off how often that faction is losing, and what the units rankings are. so a unit ranked in the top ten of ALL units, gets a sizable mc bonus for switching, like a sign on bonus, but they cant tag planets and get mc that way, and a smaller merc unit in rank, like, 999999999, would get about 1 mc for signing on. this would encourage units to try and switch around to the side that is losing, and it could help any other fluctuations in player balance, plus it makes mercs feel more merc-ey.
this is a copy paste from one my posts from one of the other 5 balance threads on here atm
Edited by naterist, 15 December 2016 - 04:41 PM.