ElGamal wrote:Unfortunately dmg isnt the key in pvp - but possible application and negation of dmg. Thats why speed and terrain usage is the thing that makes lighter bots much more versatile against anything and also gives them the ability to choose their fights.
Exactly what my issue is, the benefits of mechs over lights are Range, DPS, HP and Accu. DPS is countered by hit dispersion, and lights have a speed advantage that gives them the ability to kite using terrain countering the range advantage and again reducing the DPS difference. HP and Accu while 1v1 are not a match it only takes a couple of lights to balance this and the lights also get the benefit of specalising each fit.
Annihilator wrote:id rather see secondary effects on medium weapons then changing any of the current game mechanics.
once you see AoE damage on medium weapons (or multi-target-hits), you have to engage with mechs, just to be able to carry them.
Nice yes this would change things a lot, and things would need re-evaluating if somthing like this was implemented.
Annihilator wrote:another thing - one thing to balance this could be to implement a feature that negates damage completely if its below a certain ammount. It could be a feature on armor plates or hardener that doesnt add up.
could turn a mech immune to a weapon-fitted light ewar, but not against an skilled assault with tunings.
I am all against all or nothing this turns mechs+ into IWin buttons vs caertian oppopents not good for a sand box, no all that is needed is a way to increase the mechs survivability against swarms of smaller bots with out making it invincible.
Annihilator wrote:another approach could be buffing self-armor repair a little bit. A T4 medium armor repair fitted mech should be able to survive the attack of multiple smalls without ending with empty accumulator after a few cycles.
This is exactly what I was trying to avoide this just causes HP creep then mech vs mech balance changes mech vs pve etc. Balancing needs to be done as much focusing on issues with out causing fallout and further rebalancing due to the changes made.
Realy as I can see all that is needed is a way to increase the lightbot zerg numbers that are needed to take down a mech easily (focus on the easily). Right now a small gang of light bots can completly neutralise a solo mech very simply with reletively low numbers. My thoughts are that a zerg should need to bring a lot more value in bots + fittings to counter larger opponents, the individual cost being a lot less but individual losses being a fraction of the mechs.
In an attack by smaller bots that will overwhelm the larger surley the loss inflicted by both sides excluding exectuion, mistakes and skill should be equal. Ie on balance all things being equal the mech should be able to destroy as much in value as itsself. The xergs strength is that they in total bring more value to the field. This of course excludes tactics, fits and stupidity / mistakes.