Deathlike, on 03 May 2017 - 12:41 PM, said:
To be honest, any good idea was going to lead to PGI screwing up. At this point, does it make a difference?
Yes, because instead of a smattering of smaller, localized, issues - we will have a full on dumpster fire instead.
Deathlike, on 03 May 2017 - 12:41 PM, said:
Screwed because you didn't do enough (constantly reevaluting things, which they do at a glacial pace) or screwed because you didn't understand the concept at all (adding things to just add things doesn't solve a problem or benefit anyone when it's incomplete).
They should not have to constantly be re-evaluating.
There comes a point where expecting literally everything to constantly be monitored is just out of the scope of what is possible - this is why exactly why most games have broad SYSTEMS in the first place.
A single SYSTEM like Tonnage vs Engine Rating = Maneuverability score is the easiest way to implement something like this - and then you
tweak the outliers.
Decoupling the engine forces them to start looking at "what is the baseline" - which would be fine if there were 4 tonnages in the entire game (35/55/75/100 - the ideal game from a raw balance standpoint where you can really separate what classes are supposed to be) and not
seventeen different mech tonnages.
Deathlike, on 03 May 2017 - 12:41 PM, said:
For engines though, there's no good reason a Mauler stays non-agile (and it's not like it's going to drive very fast with all that dakka). The engine cap is kinda irrelevant there when most of the time it's used as a really slow moving turret... akin to a Dakkawolf with IS tech. It will still be needed, particular in the case of Lights where the previous efficiencies nerf made them a far more vulnerable target (if the upscaling didn't screw them over in the first place).
OK, this is the exact flaw in thinking that has lead us to this.
1) If the Mauler should be more agile, you tweak the Mauler - you don't overhaul an entire engine system.
2) The Mauler is a "slow moving turret" because that is currently it's only option for a number of reasons. XL vs. STD being one of the huge ones.
So yes the engine cap is irrelevant if you want to stuff if full of AC 5s and also because it needs a STD engine.
If it were a clan mech, suddenly lifting the engine cap changes a whole lot more - it can be a faster gunboat.
This brings us back to things like IS vs. Clan balance, or STD vs. XL vs. LFE balance - but instead of addressing all of that...we'll just decouple engines from mobility.
The worst way to deal with outlier mechs is to break an entire system that otherwise works normally and then shoehorn in exceptions on top of breaking the system.
Edited by Ultimax, 03 May 2017 - 01:31 PM.