Chris Lowrey, on 13 September 2018 - 03:43 PM, said:
But there is a big difference between using quirks to make up for bad geometry, bad hardpoint placement, or making up for lack of hardpoint variety, and those that are seen as a "barrier to entry" to ever properly consider a 'Mech as being viable, or pushing builds into territories where your in-match performance is negatively affected because there is only ever one way to "properly" outfit a 'Mech around it's assigned quirks.
There is already usually one way to properly customize a 'Mech to perform well, regardless of the presence of quirks. If it's not the quirks dictating it, it's the hardpoints, shape, size, and weight. You cannot escape it. That's what I was trying to say on the previous page: the quirks do not encourage boating or anything "meta", because that's going to happen regardless since the core features of the game make it beneficial.
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Additionally, and this is just my own personal opinion, I do not like being in a position where only the IS side has a wide reaching access to "flavor" quirks that pushes a greater diversity of what different 'Mechs are tuned to do, but on the clan side, we end up having to be a bit more reserved on quirk assignments due to scaling concerns with the a-symetrical equipment balance between the factions. Since the clans typically have better core equipment almost across the board....
Just saying, this is entirely on PGI. Nothing is stopping you from allowing IS to be more naturally competitive naturally except your (as in PGI's) own vision (or lack thereof). We've given you, time and again, the proper solutions to fixing this but you consistently try and come at the problem sideways...and not once has it ever worked.
Chris Lowrey, on 13 September 2018 - 04:32 PM, said:
We have thought about this, but we keep coming back to a few particular issues. One of them being lighter Clan 'Mechs. While Clan DHS have the 33% crit advantages which compounds on heavier chassis, 'Mechs that are more limited by tonnage restrictions don't have the same level of scalability issues that you see on the higher end of the weight spectrum. So creating an asymmetry with the heat sinks in that regard might bring heavier chassis' into alignment, but then unfairly punish those chassis' on the lighter side of the weight spectrum, or heavier 'Mechs that rely on non-laser weapons which don't see the same scaling issues that you often find with heatsink boating with lasers.
So you quirk those Clan 'Mechs, same as you have been doing with IS 'Mechs. It's been only marginally successful with the IS because you never give them enough potency in those quirks and with enough broad application to reach parity with the Clans. Logistically, there are fewer Clan 'Mechs that will be negatively impacted as you describe than there are IS 'Mechs negatively impacted by the current arrangement. How much of your time do you want to dedicate to individually tweaking 'Mechs for heat gen/dissipation and how confident are you that you will get each of those tweaks correct?
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As we said in the OP, Heat is a global system, and so there for has to be considered across the global spectrum of not just lasers, but all weapons. To this end, I guess I should ask my own question to this to see the response. Take Lasers 100% off the table, and is heatsink boating on the clan side still an issue for anything 70 tons and under? I often see heatsinks much like ammo, sure you can boat tremendous amounts of it, but at some point if you boat enough ammo, it should cut into your upfront damage output capabilities. Outside it's scalability with lasers, is it really as big of an issue with any other weapon type for a MAJORITY of the weight classes in the Clan roster? Be it Clan PPCs, Clan Missiles, or Clan Ballistics. And if it is, is it so out of alignment that it should be hit at the expense of all the other weapons that it is not causing issues with?
Even without the lasers, it's a problem.
For example, an
EBJ can run a pair of cUAC/10 and 3x cERML with 5 tons of ammo and 15 cDHS while running 81 kph with a cXL 325.
For the IS, a
CPLT-K2 runs a pair of UAC/10 and 3x ERML with 5 tons of ammo and 12 total DHS while running at 69 kph with an XL 280; without quirks it is hotter, slower, shorter-ranged, less powerful, and less durable. A Jagermech is even less desirable because it can't strip even one arm.
Even stepping up 5 tons to a
WHM-6R built similarly and with the ability to strip both arms, is only going to fit 13 DHS, and it also sacrifices durability as well as ammo. Without any quirks, this wouldn't get a second glance.
With PPCs, compare an
HBK-IIC-A to an
SHD-2K, and that's with a 5-ton advantage! The Clan 'Mech has 22 DHS to cool a pair of 14.5 heat guns dealing 30 damage total and the IS 'Mech has 18 to cool a pair of 13.5 heat guns dealing 20 damage total. You gave the IS a higher rate of fire to make up the damage, but you neglected to give them a meaningful heat advantage to actually use it.
The only non-laser cases where IS come out at parity in both damage an alpha involves HGauss or MRMs, which have their own set of massive drawbacks (being really close-range, being slow, and/or super spread damage) and which even still requires massive quirks to work: Armor on the ANH, FNR, RGH, QKD, BSW; agility on the CP-S; cooldown on the QKD-IV4, WVR-7D, CPLT-C4, TBT-7M. Nobody really runs HGR on MALs and MADs or MRMs on CPLT-A1s because they don't have anything going for them that is enough to offset the drawbacks.
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At this point due to both 'Mechs that are more tonnage restricted then crit restricted, and the performance of non-laser weapons in heavy 'Mechs and bellow not being internally seen as heatsink tuning really being that much of an issue right now, we are currently of the mind that while that ability is always on the table for us, we are not fully convinced that it is the best direction to move in due to the factors surrounding it. But I'm more then willing to hear other opinions on the matter.
Like I said above, you need to ask yourself how much time you want to spend tweaking hundreds of IS 'Mechs versus tens of Clan 'Mechs.
For what it's worth, you don't necessarily have to change IS heatsinks; you can also just reduce the heat on the weapons themselves. I do not honestly know what possessed PGI to make IS ER lasers have almost identical damage-to-heat ratios as their Clan counterparts, knowing full-well that IS cannot cool them with the same effectiveness. Same deal goes with ballistics; it makes zero sense that an IS UAC/10 should be the same heat while being 3 slots larger, 3 tons heavier, and 90 meters closer...having one-less shell and marginally better jam characteristics is not sufficient compensation. DItto every other AC, UAC, and LB-X. I would also say ditto SRMs, but Clan SRMs have been nerfed to near-uselessness in terms of spread. Clan LRM boats run much cooler than their IS counterparts per volley-size, too.
Edited by Yeonne Greene, 13 September 2018 - 07:57 PM.