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I Will Jump In..."balance"...


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#41 CK16

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Posted 08 May 2017 - 10:29 AM

View PostMister Glitchdragon, on 08 May 2017 - 10:20 AM, said:

When has "rarity" ever been a factor in regard to what's viable in MW:O ?

<cough clanmercs cough>


Oh trust me if they could replicate rarity of mechs in this game I would be fine with it...

#42 Lykaon

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Posted 08 May 2017 - 01:21 PM

View PostMonkey Lover, on 06 May 2017 - 01:35 PM, said:

-IS tech/gear should be more tanky and more robust less, efficient in fire power (not heat)


Then there is a lot of work to do.10-15 extra armor doesn't make something tanky. It just makes it have 1-2 extra laser worth of damage. We can start by doubling IS armor.. Allow IS to us case in our arms be nice too.

Be nice to have weapons with less heat on IS side too. Dph are about the same on both sides. Even a few weapons on the clans are cooler for example clan ppc, Er small.



What should be done is have a fully fleshed out critical hit mechanic that includes ALL aspects of a mech's construction and damage to any component should have some effect on the mech's performance.

Currently the list of components that can be damaged with our current "critical hits" mechanic does not include anything in the head (sensors,life support, cockpit) Does not include any default center torso components (Gyro and Engine) and no actuators in either the arms or legs are effected by critical hits.

Essentially any critical component that is default on a mech is immune to damage and is only effected by damage if the entire body section is destroyed.

So we should have everything capable of sustaining meaningfull damage and if you want I.S. tech to be more tanky than clan tech then I.S. gets more individual component health (maybe improved structure as well)

Examples of meaningful damage...

Leg actuator damage = speed and manuver penalty % based on number of damaged actuators. So as a leg gets critted the mech gets more difficult to control (slower and less responsive)

Arm Actuator damage = reduction in arm target reticule rate of traverse that is increase by X% per arm actuator damaged. So as the arm sustains actuator damage the arm weapons are slower to aim.

Sensor crits = flickering HUD for first hit NO HUD for second hit.

Life support hit = heat threshholds (levels of excess heat) cause pilot blackouts ( reduced vision from the pilot perspective) while the damage heat threshhold is in effect.

Gyro crits = reticule shake when the mech moves increasing with mech's speed and mech destruction on second hit.

Engine hits = + X% heat build per damaged engine critical with three engine crits resulting in mech destruction.

Weapon or equipment crit = disables the functions of that item.

By adding this feature we could tweak values based upon crit chance % values and component/structure health instead of mucking around with weapon values etc.

#43 Pixel Hunter

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Posted 08 May 2017 - 03:54 PM

View PostCK16, on 06 May 2017 - 01:10 PM, said:



-IS tech/gear should be more tanky and more robust less, efficient in fire power (not heat)
-Clan tech/gear should be more efficient in fire power, but fairly fragile cause of its compact and lighter design.




NO.

clan weapons DO NOT need to have more firepower. many clan mechs already have WAY more space for lighter weapons than IS mechs, and making Clan alphas even more godlike is no needed

Edited by Gimpy117, 08 May 2017 - 03:54 PM.


#44 Napoleon_Blownapart

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Posted 08 May 2017 - 08:53 PM

dont know if its a good or bad idea, but recently i've been wondering what if IS had hardpoints that could take any weapon type. i know it wouldnt be lore but 12 IS vs 12 clan isn't lore either...

targeting some clan mechs and looking at their weapon loadouts is like reading a short story.

Edited by Gorantir, 08 May 2017 - 08:55 PM.


#45 Karl Streiger

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Posted 08 May 2017 - 10:58 PM

View PostGorantir, on 08 May 2017 - 08:53 PM, said:

dont know if its a good or bad idea, but recently i've been wondering what if IS had hardpoints that could take any weapon type. i know it wouldnt be lore but 12 IS vs 12 clan isn't lore either...

targeting some clan mechs and looking at their weapon loadouts is like reading a short story.

Why is it not lore?
Its more lore but adding a Gauss in a Machine Gun slot....

Refit Kit A - can be done in the field keeps the type of the weapon
Refit Kit B - can be done in the field but can change the type of the weapon (same or less crits; same or less weight (2 Large Laser instead of a AC10)
Refit Kit C-D need maintenance bay
Refit Kit E-F is factory mod (Heatsinks, Structure, Armor, Engine Change)

proposed example with different types of weapon based on lore

#46 Shifty McSwift

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Posted 08 May 2017 - 11:07 PM

View PostGorantir, on 08 May 2017 - 08:53 PM, said:

targeting some clan mechs and looking at their weapon loadouts is like reading a short story.


Once upon a time a kodiak 5 with 5 little small pulse lasers went for a stroll in the woods, they were accompanied by 2 larger large pulse lasers and a medium pulse who was juuuust right. What they didn't know was that 3 naughty ER medium lasers, and the big bad UAC20 was in there too! Nobody lived happily ever after.

Edited by Shifty McSwift, 08 May 2017 - 11:08 PM.


#47 fat4eyes

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Posted 09 May 2017 - 12:00 AM

Well since we're putting out crazy ideas that will never be implemented, here's mine: kill the clans' brawling ability. Limit clan srms to max 2 tubes (so srm4,6 will steam fire) and cut the range on the clan spl. Make the larger clan lbxs chain fire or have a gigantic spread. Let them keep their long range edge but make sure that the IS has a definite advantage up close. The IS will still have to work hard to get in close, but when they do make sure that their advantage will be absolute.

#48 B0oN

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Posted 09 May 2017 - 12:41 AM

View PostBishop Steiner, on 06 May 2017 - 03:29 PM, said:

because making everything the same is boring AF, and might as well just remove any form of factions at that point?

Funny the odd amount of salt one gets just for stating a fact. Like when the Clammer whined and QQ cuz teh IS gotted more new toys then they did....... ignoring the fact that 75% of those new toys are just inferior versions of what the Clams already had (Cuz facts and reality has an odd way of shutting down QQ).


"really"

What happens when an IS XL loses a torso? DEATH Up until that point in time a clan enemy will have given way already
Clan XL? Heat and speed penalties. Try firing 2 cLPLs with one sidetorso missing, hmmm, that sweet shutdown ...

Heatsinks still function close enough (both being 1.4s) that yeah... being able to fit them in things like legs.... or the CT, or 4 in an arm instead of 2? Clanweapons burn longer and hotter with a lower heatcap but slight dissipation plus (0.01/sec ...horray ?) Yeah it's kind of a things. As is being able to save up to 14 slots on Endo and Ferro. If you ever had looked at any clan mech you would´ve found they are fixed mounted, no switchy switchy, like every IS mech can, hence my reference to "IIC" garrison class battlemechs, that are the only ones in the clan touman to have the capability to switch out engines, internals and class of heatsink(aka "WHERE IT MATTERS"), yet all I hear is "CLANS", no differentiation between omni´s and "IIC"´s .

So yeah... call it weaksauce all you like. You're only lying to yourself, and maybe those gullible enough not to check. But hey, keep trying to bury those details cuz they don't fit with your "Clams are teh victims" bullcrap agenda, buttercup Too bad you didnt fully understand what I am STILL TRYING TO SAY .
NO TO AN ADVANTAGE TO EITHER SIDE, is that maybe clear enough for all ?
And thanks for the buttercup, I need that later on for my dessert :)


So you still dont know how to build and drive a proper IS killermachine, is that what you are telling me ?

That´s ok for me, I had fun yesterday, going with all those fun IS mechs in QP .

Don´t worry, as soon as Im done with Clan Jadefalcon loyalty program I will switch over to those sweet ezpzy IS machines .
Holidays and such, even I need that from time to time .
And I know that driving those IS mechs will be so hilariously easy ... uhhhweeee, so lookin forward, especially with skilltree and new tech ahead .
Shenanigans WILL be had .

Cya, scrubbies :)

#49 Mystere

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Posted 09 May 2017 - 08:25 AM

View PostGorantir, on 08 May 2017 - 08:53 PM, said:

dont know if its a good or bad idea, but recently i've been wondering what if IS had hardpoints that could take any weapon type. i know it wouldnt be lore but 12 IS vs 12 clan isn't lore either...

targeting some clan mechs and looking at their weapon loadouts is like reading a short story.


Why go for a non-lore solution and at the same time complain about something non-lore?

Methinks, going for lore via IS Company vs. Clan Binary fights (and other lore-based combinations depending on game mode/map/etc.) is better.

#50 Mystere

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Posted 09 May 2017 - 08:31 AM

View Postfat4eyes, on 09 May 2017 - 12:00 AM, said:

Well since we're putting out crazy ideas that will never be implemented, here's mine: kill the clans' brawling ability. Limit clan srms to max 2 tubes (so srm4,6 will steam fire) and cut the range on the clan spl. Make the larger clan lbxs chain fire or have a gigantic spread. Let them keep their long range edge but make sure that the IS has a definite advantage up close. The IS will still have to work hard to get in close, but when they do make sure that their advantage will be absolute.


Or just use lore as the guide by understanding the underlying principles behind the high level abstractions used to build the TT game.

But I guess that would be too hard.

#51 Mcgral18

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Posted 09 May 2017 - 02:26 PM

View PostMetus regem, on 08 May 2017 - 09:41 AM, said:



'Cept the Standard engine will not be completely obsolete... things like the LB-20X and HGR will force you to use Standard engines, as both take 11 crit slots....


What you mean to say is that they will be extremely rare, unless they are outrageously powerful

LBx will not be, unless it deals 30 damage

#52 Jack Dawes

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Posted 09 May 2017 - 02:55 PM

View PostThe Shortbus, on 09 May 2017 - 12:41 AM, said:


So you still dont know how to build and drive a proper IS killermachine, is that what you are telling me ?

That´s ok for me, I had fun yesterday, going with all those fun IS mechs in QP .

Don´t worry, as soon as Im done with Clan Jadefalcon loyalty program I will switch over to those sweet ezpzy IS machines .
Holidays and such, even I need that from time to time .
And I know that driving those IS mechs will be so hilariously easy ... uhhhweeee, so lookin forward, especially with skilltree and new tech ahead .
Shenanigans WILL be had .

Cya, scrubbies Posted Image


It's rare to see someone's game name so accurately describe their behavior. Grats, man! You win the door prize.

#53 Ken Harkin

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Posted 09 May 2017 - 03:27 PM

Balance Lances vs Stars.

In FW have 3 IS Lances of 4 drop against 2 Clan Stars of 5. 12 vs 10 Have the same tonnage cap per player but the clans will always be outnumbered.

12 v 12 drops have Clan mechs count as +20% tonnage when balancing sides.





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