Sader Rykan, on 16 June 2018 - 09:09 AM, said:
Why is it so hard for you at PGI to understand that it was the ENGINE DESYNC that blew alphas out of proportion.
You killed mobility, you KILLED the reason to take large engines, and as a result you DECREASED time to kill.
If I don't need to move, if I don't need to twist, and if I don't need a fast engine then I'm just going to stuff more guns on my mechs.
If my target can't twist, it can't survive. If my target can't move it can't survive.
Before your engine desync stupidity, I struggles to do 1000+ damage games in my mechs. Anything above 1000 damage in my assault mech was a pretty good game. Now? With your moronic changes I consistently average 1300+ damage a game. With some games pushing upwards 1600+ damage.
This all comes back to the fact that I bring far more weapons than I used to, because I don't need a fast engine anymore.
If you wan't to fix this garbage balance you've created. RESYNC the engines, give us our god damn speed back, give us the mobility we need to STAY ALIVE. THIS and THIS ALONE will increase time to kill, and force people to bring less weapons.
Once again, the problem with engines being synced to twisting speed is the extra penalty it deals out to lower engine mechs. This alone can make mechs bad just from their engine caps. Not to mention, sometimes you don't always want to run that XL400 engine on your Battlemaster just so you can twist fast and have some weapons on it.
Engines synced to twisting speeds grants the average Clan mech huge advantages, seen as the average clan mech tends to have large engines. It also invalidates and penalizes people who may choose to play slower mechs with additional weaponry, but also taking away even more of their survivability compared to a larger mech counter part. So, unless you suddenly gain an armor bonus just because you mounted a smaller engine (and thus, reduced your twisting speed), it basically defeats the purpose.
If anything, you should be asking for mech agility across the board to be checked again. Base agility (twisting speeds) may need to be adjusted across the board (from what I've been hearing here), much more than resyncing engines to twist speed (and thus causing additional problems and reenforce the "engine race" we once had before hand).
As a side note for Clan high alphas vs IS armor quirks... The problem that has always been with that is, if Clans are getting average higher alphas of 20+ damage over their IS counterparts, and most average (excluding a few out liner mechs) gain a total of 20ish armor in quirks, a single Clan alpha stripes the entire IS quirk health in one (full) hit. Damage often times out performs armor.
in a larger consideration of that, considering focus fire and all, the Clan higher average alpha levels over their IS counter parts quickly starts to add up when many Clan mechs start to shoot their alpha's at the same IS mech. Yes, I know. Focus fire is dangerious and any mech under enough of it will melt. The point is, it's typically (in spread sheet warrior at least) easier for Clans to drop targets once they start to focus, rather than IS counterparts.
I'm also not a fan of one shot (almost) anything kills in this style of a game. My light gets one solid hit on it, there goes an (armor quirked) leg. My Medium, a side torso for being hit by a high alpha. My Heavy mech, I might die form a CT hit from a single alpha.
So, as I agree with PGI that something should be done to adjust this fast TTK that has come about, the question starts to become how to address it, rather than if it needs to be addressed. So, I'll reask for PGI's sake, what are you going to suggest (and why) to help curb overall high alpha damage and slow down TTK?
I'm thinking the biggest offender at the moment in the weapon category are ERMLs. Other Clan lasers seem to be alright from what I can see, though I wouldn't complain either if they tone them down a little (key word here) as well.
For ERMLs, I'm thinking either damage reduction with shifting it to DPS (and adjusting heat to match) might be a good solution. They hit hard, for relatively (in terms of lasers) little heat, and can almost be just added in as free damage/weapons on most any build. Have some free energy slots on your Dual Gauss/UAC10 build? Toss in some ERMLs and get a near free boost to your damage.
Their combination with HLLs and LPLs is a little of an issue, but if ERMLs are adjusted, then it should level out with other weapon combinations.
Now, I'm going to say, I am not saying this is the only solution. However, from my rough following of this thread, I've yet to see a solution I've been content with. I'll agree that TTK might decrease with faster twisting speeds. However, that will only reward "skillful" use of twisting, and probably wont help many "average" players (in this case, probably below average, but they shouldn't be ignored from the discussion either).
I'll also mention that this isn't to say that other high alpha weapons (dual H Gauss) might not be a problem.
I also believe that all balance decisions should be made with the consideration of removing nearly all IS quirks. I don't feel the quirks have helped balance IS mechs vs Clans, and should only be in cases of individual mech balance to help under performing chassis/variants (Hunchback and it's shoulder health for one such example).
I also believe that over performing weapons and mechs should have nerfs considered, rather than trying to just buff everything else to match their performance. This is based on how much of what needs to be changed. If only a single weapon need be changed/nerfed to achieve better balance, than there is no reason to buff all the other weapons instead.