I've been around since Closed Beta, so I know a thing or two because I've seen a thing or two [to coin that commercial].
Some things I feel you should consider as you push forward with your weapon balance adjustments...
- One of the most game breaking decisions PGI made with the Mech Lab was allowing for nearly unlimited Engine selection. This took the single most important design decision when it came to building a Mech and made it an afterthought. Instead of deciding how much of a trade off you wanted to make as a player when it came to movement capabilities vs. available weapon tonnage, now the player can just design the perfect weapon load-out and then, to the half ton, slap an engine in. I'd say the solution for this would be to limit each chassis to maybe four engine ratings [standard, XL or Light] and force players to really think during the design process. Allow for us to make some tougher decisions. Most might still go with the max available, but some might want to opt for something in-between the stock engine rating and a middle ground option. Clan Omni Mechs are obviously exempt from this, but you get the idea.
- Minimum and shared armour values should be implemented. You say you want to lengthen time-to-kill. Well, stop giving us tools that allow for min-maxing. Stripping one or both arms completely of armour to have that extra laser, heat sink or ammo bin makes a difference, but doesn't really make much sense. If the armour value on the right arm is pumped up to max, the left arm should automatically match that value. Don't let players min-max that crap.
- Because PGI wants to stick close to published data when it comes to Mech releases, you have two locked in lore criteria when it comes to weapon balance... tonnage and critical slots. Everything else is on the table. My take would be to limit the Clan Range advantage to a few percentage points over the Inner Sphere and let the other locked in savings stand on their own. Burn duration, cooldown, reload speed, heat, etc. can still be tweaked for balance.
- If you could, remove a critical slot from the Clan and Inner Sphere LB20-X AC. As you don't allow for shared critical slot locations, as does the lore publications, you've stifled some design choices needlessly here. This change can only be a positive thing, and would not affect new Mech introduction.
- I know Russ has mentioned this to you, Paul, via Twitter, and you responded. Game fidelity is important for visual information gathering. I am one of the people pushing for purple Clan Heavy Large Lasers and orange Clan Heavy Medium Lasers. A contrail colour for Narc and a new colour for ATMs would also help the situation. This is the thinking man's shooter, so let us think.
- You could bring jump-sniping back as a game style if you applied a steep performance curve calculated by engine rating divided by Mech tonnage, just like in the table top game. This would determine the ideal number of Jump Jets a Mech NEEDS to perform at peak jumping efficiency. Let people jump-snipe if they want to, but make them pay for the Jump Jets to do it properly. Adding one Jump Jet to a chassis and being able to pop-tart hardly seems painful to the design process.
- More than one person on the forums has floated the idea of forced chain-fire of energy weapons as a way to mitigate their pin-point damage. Something as small as .1 of a second between the initiation of the next burn in sequence could spread the love a little. Perhaps a cooldown period for MGs should also be looked at, instead of the constant hosing we see now. Barrels get hot and seize... it is realistic.
- If possible, create a 'danger zone' mechanic around each Mech, very tight, to apply physical damage to encroaching enemy Mechs. It doesn't have to be elaborate, something simple like 10% weight applied as damage. For example... get too close to an Atlas as an enemy Mech, take 10 damage every six seconds. The Atlas in turn would take 10% of the enemy Mechs' tonnage as return damage. Light Mechs can and have abused hugging tactics for years without being properly addressed.
- Weapon quirks are a glorious opportunity for you to add lore advantages to Mechs. The min-maxing sometimes takes Mechs and makes them completely unrecognizable to their original role or load-out. Would it be such a bad thing to have concepts in place, such as signature hard-point quirks that would allow for specific weapon placement? PPC quirks for the Warhammer being available only to arm mounted, for instance? Allow the Awesome to fire 3x PPC without ghost heat. Subtle adjustments to add flavour to the game... and a little nostalgia.
- Targeting Computers should be treated the same way ECM is when it comes to placement and availability. Determine the size and weight of the Targeting Computer by the weight of the weapons tied directly to it, just as in the lore. This would give a standard set of buffs for a Targeting Computer and add value to other Omni Pods as a selling point for Mech Bundles.
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Just a quick note to Gojira...
Gojira1308, on 07 August 2018 - 02:12 PM, said:
Exact number being 3.64 Million C-bills and 72,800xp for a full 91 point tree.
Gojira, your numbers look fine on the requirement to flesh out a Mech, but you're missing a few important details when it comes to time investment. Daily double first win bonus. Event XP bonuses and freebies. Free XP accumulation. Also, I'd guess that the average match lasts about five to seven minutes, not the full fifteen. You'll have the odd match that goes the distance, certainly, but not every single match lasts that long.
The time required to get to 91 isn't as bad as you think, and I imagine if you go look at your stats for any Mech you've just hit 91 skill points on, it probably reads something like 35 matches or less actually played. Cheers.
Edited by Felbombling, 08 August 2018 - 05:30 AM.