Chris Lowrey, on 08 June 2018 - 10:58 AM, said:
So as Paul stated in his overview post
found here, we will be looking to directly address the current state of clan Alphas and bring them closer into alignment with the capabilities on the Inner Sphere side of the tech factions. The current trends of sustainable Alphas on the clan side reaching up to 94 damage when the IS typically cap out at around 60-65 effective damage without serious build concessions is too great of a divide to have fully slanted into the corner of a single faction and we will be taking steps to bring them closer into alignment.
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Okay, first off...
15 pages, 4 days, AND NO FRONT PAGE NEWS ANNOUNCEMENT... Why wasn't this made visible there for discussion right from the start? I don't have time to sit through reading that kind of amount racked up in an extremely short time, dangit!
Ya know what... I'm just gonna stick my thoughts below, sectionally separated by horizontal bars. Oh, and CAPS/
bold in order to make things more easy to take notes on.
Anyway, I've looked at your options, PGI Staff... I hate to say it, but
they MISSED some INNER SPHERE designs which get away with IGNORING Ghost Heat...- King Crab and a STAGGERING 100 ALPHA that it CAN do. Try 2 Gauss, 3 Large Pulse, and 4 MRM 10, to start.
- Annihilator and an 80+ ALPHA that it CAN do. Try 2 LB20-X, 2 LB10-X, and at least 4+ Medium Lasers.
- Annihilator OR Mauler, also with a DEADLY 86 ALPHA that it CAN do. Try 2 Heavy Gauss, and 6 Medium Pulse Lasers.
- Fafnir and a MINIMUM 90 ALPHA that it CAN do. Try 2 Heavy Gauss, 2 MRM 10 (or Larger), and 4 Medium Lasers.
- HighLander and a MINIMUM 84 ALPHA that it CAN do. Try 3 MRM 20, and 4 Medium Pulse Lasers
- Anything INNER SPHERE with 3 ROTARY AC2, including the Dragon and RoughNeck, blowing WELL BEYOND A 90 ALPHA as well.
- RoughNeck and a POSSIBLE UNHOLY 138 ALPHA that it MIGHT do. Try 3 Rotary AC2, with 4 MRM 10 to do the seasoning. (YEOWCH!!!)
- Anything INNER SPHERE with 2 ROTARY AC5, such as the BushWacker, WarHammer, and/or Thanatos, blowing WAY OUT PAST THE 100 ALPHA LINE, DEFINITELY FURTHER INCREASED BY ANY WEAPON.
...and given time, I COULD CRANK OUT A LOT MORE EXAMPLES. This leaves me to ask, albeit that close range for the Inner Sphere (
balanced by I.S. Armor, Clan Range, and Heat already present against Clans) is occasionally needed... Where is this 35-point disparity that you're talking about?
I DO NOT SEE IT, PERIOD. The Inner Sphere has the Tech, Armor, and Power already to more than wreck the Clans... and with UNUSUAL EASE.
Now PGI Staff, on top of this, you speak of restricting through Ghost Heat on Clan Lasers.
If you do that, you ALSO need to RESTRICT INNER SPHERE MEDIUM PULSE LASERS. Or, you ALSO NEED to Buff Cooldown/Heat on Clan Lasers, without changing their Damage Value under the restricted Ghost Heat states. Otherwise the Inner Sphere gets away constantly with options that punch out a RATHER NASTY ALPHA just from Laser Weaponry alone, and with impunity!
PGI Staff, I hope you have read this far. If anything,
I can present you with a NEW OPTION. That is to...
- DOUBLE ALL ARMOR VALUES on all Mechs. (This is an 'ONLINE Non-RPG MMO' and Armor/Structure [collectively "Health"] is something people tend to whine over when the experience is uncomfortable due to being unforgiving.)
- Narrow LRM/ATM Spread by at least 0.2 and MRM/SRM Spread by 0.1, possibly further. It combos properly with the Armor Increase, as it doesn't leave Missile Weapons underpowered.
- Increase Missile Health by 20%, preventing a 3+ AMS Setup from being 100% denying of damage to opponents.
- Re-Extend the LRM/MRM BaseLine Range by 50 Meters. This will deal with Hiding Snipers causing Unbalanced Problems on the battlefields.
- Extend SRM Range by 50 Meters, I.S. SSRM Range by 75 Meters, Clan SSRM Range by 40 Meters, and ATM Range by 100 Meters.
...but ALL of these changes must be implemented together in one go. Particularly in the 1st item's case, they WILL end the "Time To Kill" Issues that people keep whining over. They WILL provide Missile Users with better ability to Support their teammates as they should. Plus, they MOST DEFINITELY put a Nerf on ALL OTHER WEAPONS into being FULLY BALANCED for both TTK and Alpha Potential. As a finisher, they also force more TeamWork if a side is going to Play Better and Win Together.
With that, I have posted all that was on my mind about this topic. I have BOTH some Clan and some Inner Sphere Mechs, and play with ALL of them. At some point in the future, I plan to grab another I.S. Loyalty or Merc Contract, as I first started out there. I don't want to see the Clans left feeling like Weak Paper Sheets, but Nerfing their Ballistics/Energy would cause exactly that problem, where buffing BOTH I.S. & Clan Missiles would have a Positive Balancing Effect. I don't know if anything close to these thoughts above have been mentioned, but if they have, then my apologies for the duplicate notes. To PGI's Staff, and ANYONE ELSE who reads this, I frankly hope the rest of you have a nice day, and that no changes that would be glaringly and determinately unbalancing (
even in the opinion of a Casual-Class Player) happens to MWO while going forward from here.
~Mr. D. V. "
Frankly seeing no reason to Nerf Energy/Ballistics on the Clan Side of these matters/issues..." Devnull
(
p.s.: This post took several hours to write... These thoughts are NOT a cheap shot in the dark, and a lot of things had to be checked over at least three times.)
[
Single Edit by Post Author to ONLY attach a Quote at the top of the post.]
[
One Extra Edit by Post Author to fix a Single Alpha Damage Number... it was 10 points too high.]
Edited by D V Devnull, 12 June 2018 - 04:05 AM.