TWIAFU, on 19 October 2018 - 10:36 AM, said:
Not anymore.
Can't have "balance" with one side has superiority can you?
Tired of balance claims so long as one side maintains advantage. Let's see how truthful those that want balance really are.
I'll give you a hint, they are not. They want 'balance' so long as one side is better then the other.
So, screw it. Make them all the same.
And there is a difference between balance and differentiating the tech bases.
Would not be a good idea.
Kills a lot of play styles, and would make many mechs feel less unique and boring. Also makes having so many factions in this game even stupider.
Clans have always had lighter, longer ranged, less bulky equipment that does more dmg at a higher heat penalty and longer burn duration.
IS has heavier, bulkier weapons, shorter ranged weapons but they have less heat and shorter cooldowns and durations.
Clans have less armor to compensate for their generally superior ranged weaponry.
IS has more armor (and tonnage for FP), that allows them to close in with their shorter ranged, DPS weapons.
Some weapons are exceptions (clan guass, HGR, Heavy lasers)
The Guass allows for a high, near heat neutral alpha at good range, but is very easily critted and heavy. It balances out.
HGR is extremely heavy but has a near heat neutral pinpoint alpha that rivials clan alphas, but only assaults can carry the weight and have enough armor to protect 2 of em. They also explode.
Heavy lasers have reduced range and increased bulk, like IS weapons, but have even higher dmg, heat, and duration.
I think keeping that general balance keeps things fun, but this latest patch took the wrong path. They increased heatsink dissipation (a good thing). To nerf clan laservom, they reduced the dmg, making them more like IS lasers. Since PGI did not lower the heat cap enough, clan laservom got better and (imo) more boring as it became more like IS laservom, making the clan mechs less unique.
What needs to be done
Lower heat cap
IS Doubles need to be slightly more efficient
Clan lasers need their dmg back, but more heat instead of less dmg
Perhaps quirks that give certain IS energyboats a higher heat cap.
The ghost heat limiter quirk is good too, but an even lower heat cap and increased dissipation could make it to where we don’t need ghost heat at all.
Edited by Windscape, 21 October 2018 - 01:49 PM.