1453 R, on 24 January 2017 - 11:45 AM, said:
Tabletop rules. An engine has 1 internal heat sink per 25 points of rating, period. A 175-rated engine had room for 7 internal sinks; at no point in the original tabletop canon did that engine have 10 heat sinks in it.
The tabletop rules allowed for weightless heat sinks outside the engine to make up the difference to the default required 10 - a 175-rated engine had seven internal and three external, but the first three external heat sinks cost zero tons. They still require critical space, but they do not require a tonnage allocation as well. A fact which makes people kinda scratch their heads if they know physics.
MWO did away with this by subtracting the required-heat-sink tonnage from the initial cost of the engine - lighter engines are actually lighter than they should be by tabletop rules, but that difference is exactly made up for by the weight of required external heat sinks. As gyro weight was also variable based on engine size, gyro weight was rolled into engine weight. As was cockpit weight for reasons I'm not sure on. The system has slightly different implementation, but you're neither gaining nor losing weight compared to tabletop. Nor gaining/loosing heat sinks.
Yeah, I'm beginning to remember that now. It's been more than a decade since the last time I played TT, and went through 'mech design process, and now that you mention it, maybe it was originally PGI had the 10 'free' heat sinks internal to the engine, then 'fixed' it with the weight adjustments.
Kind of backwards from what I was remembering.
Admittedly, you're probably right and I'm wrong on this one.
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yeah it's like I was saying, the 3 weapons take 3 hard points, PGI just added some additional hard points based on... whatever, to allow for that IS customization.
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And yet Clan 'Mechs, which the lore specifically sets up as being extremely flexible due to the OmniMech system specifically developed for flexibility, don't get the same pass?
They do get the same pass, and better, because an Omni 'mech isn't limited to only the hard points of their original Omni pod layout, they can swap a PRIM with an A, B, C, etc. pod, allowing for the building of various monstrous boats.
It's just that the supposed trade off is, they don't get to swap out their XL engine.
The point being that, so far in MWO, since the Clan default XL engine in the Clan Omni 'mech chassis, typically grants Clan 'mechs a speed advantage over their IS equivalent (plus ST survivability the IS doesn't get), it really isn't MUCH of a balance when compared to the IS's extra hard points, flexible engine, but game ending ST loss XL engines.
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This is because previous MechWarrior titles were essentially Gunbags Online. Pick the best geometry, put the best guns in it, Game Solved. MWO attempts to preserve a balance between customization and 'Mech flavor with the hardpoint system, which is fine. It's the most interesting 'MechLab in the game series so far.
But falls far short of the intended purpose of allowing 'different but balanced'.
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It is when you try to use the loss of Clan quirks when swapping out omnipods as some sort of balance against the IS having extra hard points it may not, and usually, can't take full advantage of due to weight and crit space issues.
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Have you not seen me and Sjorpha batting ideas for inter-tech balance back and forth? I've said in this specific thread that the cXL deserves today's performance hit and will likely end up with even more performance hits later on. I've been on record no less than forty-seven ganillion times as wanting Clan energy dialed back, and have put up exact numbers more than once. Ask just about anybody here who knows me - I'm looking for Different But Equal. I've been flogging that horse with everything I've got in recent times, and was a proponent of similar ideas before.
So you can take your sarcasm and derision and shove it straight back up your exhaust vents.
Then stop making points that make it seem like the IS has it oh so good, because it gets some extra hard points.
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Agreed. Make the 'free Clan CASE' take up crit space. Make it OPTIONAL too, so that if the Clanner wants the crit space, he can remove the CASE. I don't even care about making it weight anything at this point. It could still be weightless, just make it take up some damn space already.
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We've spent the whole thread discussing engine balance.
Smaller structural upgrades deserves its own thread, but I've touched on it a few times.
I'm just as on record as believing that the lower bonus heat capacity per cDHS should be reinstated as another compensation for its size - give the same heat cap per slot, as well as the same health.
Smaller weapons are in the midst of being balanced out right now - Ultra/Standard autocannon balance being the signature "more like this, please" example between the two.
Range, damage? Ideally Clan gear pays for both with more difficult mechanical behavior - longer burn time on lasers, burstfire autocannons, ripple-fire missiles and the like. Most folks agree that Sphere lasers should have greater impulse damage than comparable Clan lasers. Slug vs. burst autocannons are already there. Missiles are halfway there.
Points we more or less agree on.
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Targeting computers are a nonissue. Spending tonnage on a TC removes tonnage available for other options, and reduces a 'Mech's killing power. They're basically quirks you have to pay weight and slots for. An advantage? Yes. And given the current MWO implementation of TCs, when the Sphere gets their own in a few months here they can just be to-for-ton comparable to the Clan version since the weight onus of the Sphere version disappears in our weird tiered system.
Yeah, no, we'll disagree on this one. The TC absolutely adds to a 'mechs 'killing power', with the speed, range, and crit benefits, and the fact that any Clan 'mech has been able to load one since the TC has been added, and the IS CC is limited to so very few chassis and lacks the same benefits, it's just adds to the preponderance of systemic advantages the clans enjoy.
We really can't balance each item one-for-one because these systems all interact with each other and the cumulative benefits or negative affects adds up when stacked.
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ECM is a paper tiger by this point. it's not the game-defining Supah Cloak it once was, and it's proliferated widely enough that people who want ECM can have ECM. Also yes, the OmniPod system allows Clan machines to have ECM. Okay, cool. Most ECM pods (most, mind) come at the expense of potential firepower, and those that don't can be dealt with individually.
Have you been in FP recently. I've yet to encounter a single FP match where the Clan side didn't have multiple waves of ECM baring LRM boats.
I've yet to see an effective equivalent on the IS side because so few 'mechs have ECM available to them.
I'd hardly call it a 'paper tiger'...
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C.A.S.E. is also a nonissue, since ammo explosions are a blue-moon event. Make Sphere C.A.S.E. into, effectively, C.A.S.E. II - have it just vent everything but a token amount of damage from an ammo boom out the back. Suddenly it makes sense on iXLs again, it becomes attractive for torso Gauss users, and also it's something the Clans don't get in exchange for their integrated C.A.S.E.
None of this has anything to do with Omni rules.
Don't really care about rules, I care about the affect in MWO, and it's a big one. I've played both IS and Clan 'mechs with ammo based builds and gauss based builds. When I'm in an IS 'mech and I have gauss in the arm, and it blows up? Ouch major ST damage, god help you if you're running an XL in there. Of course, I COULD give up some speed, and/or ammo, and/or armor, and/or firepower to load up the CASE.
In a Clan 'mech, and the IIC's I can remember, it's not even a consideration. It's just there, free of charge, and since it in all 8 locations (H, CT, LA, RA, LT, RT, LL, RL), that's 8 slots and the tonnage associated with it that the Clan pilot can dedicate towards fire power, heat sinks, and ammo.
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My argument hasn't been addressed. You just threw up a bunch of other stuff that is tangentially related to Omni rules at best and said "NYAH". Again - fix those things, don't use them as a stick to whack people with because you don't like Omni rules.
Tech balance is tech balance. Omni rules are Omni rules. OmniMechs should feel significantly different from BattleMechs because the game's more fun that way, but I've given up on the differences between the two being Clan/Sphere differences. Clan/Sphere differences need to be independent of 'Mech/OmniMech differences, or we get situations like the Hunch IIC or the Strider/Owens on either end. if both sides get access to both types of 'Mech, then Clan/Sphere balancing needs to be independent of the Battle/Omni distinction. No matter how much you want to flog Clan machines with it.
Yeah well, currently PGI is flying the "no Clantech for IS", so the basis of that particular argument isn't even moot. They've FINALLY changed their position on "Future Tech", but unless they do something to match the totality of effect of all the Clan systems, even that will be fraught with frustration and imbalance.
It's just not possible to balance this game based on an item-by-item comparison.
I_AM_ZUUL, on 24 January 2017 - 11:59 AM, said:
isXL= High Risk/
moderate Reward
cXL=No Risk/Very High reward
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FTFY.