tickle post:
Air Compressor:
The air compressor is literally the only thing that gives aerial play any viability whatsoever. When you fly, you aren't using cover systems, or are only using them in a very basic way AND IF YOU ARE you are allowing projectile splash weapons to be more effective, because you are obviously near a wall of some sort. If you're not utilizing cover systems while in air, projectile splash weapons will be less effective against you in 85% of the cases, but you're also not in cover. Take away the air compressor and flying (as opposed to jumping or bunny hopping, which obviously have their place without the AC) is 100% useless.
I think in general, aerial play is severely underpowered in every mech except the berserker, which in addition to being the fastest mech in flight, has the highest DPS and health of any A class, plus a DPS boosting ability. If you're concerned about the AC on account of the berserker, don't be. If reloaded has any stake in the AC debate, I'm positive the berserker will be looked at hard. Tweaking aerial play in general is a hard task, and I'm not up to scratch when it comes to discussing aerial balance (given that I never use it). However, the one thing I think absolutely needs to be done is:
Remove the level requirement for AC. As I said, AC practically unlocks aerial play, and allowing users to essentially buy into aerial options without leveling up is likely the greatest Pay to Win aspect of the game.
Technician:
Contrary to what some would present as popular belief, the tech is not gamebreaking. It does however give the game a different feel from the game without a technician. The reader can experience this for themselves by simply finding a game without a technician in it.
The technician gives another repair option, on top of the four already existing- the repair drones, repair internals, canned orbs, and dropped orbs (and EU collector in siege). This is a lot of heal options for an arena shooter. I don't think the issue is the tech necessarily, so much as it is the ease with which repairing can be accomplished. (Though if we're looking at the tech/incin combo, we can discuss that in the incinerator section.)
So, under the title of "Technician" I'd like to look at repair possibilities.
A. One could add heat to certain types of heals. Repair torch, canned orbs, you name it. It would lessen the heal's effectiveness in combat, and the rate of heat transfer could be tweaked to effectiveness.
B. The technician's repair could be limited to solely it's ability, albeit with a decreased cooldown. The helix torch, for most of the game, could simply provide a damage reduction bonus to the target - a shield of sorts.
C. The repair drone's effectiveness could be nerfed, giving the technician a special place in the game. Such a nerf could be that a repair drone can only get you to 75%, or perhaps is much slower, or takes longer to get in and out of.
Any of these, I think, would address a lot of the concerns expressed.
(W)Incinerator:
The incinerator has the highest speed for a C mech, is 50 health away from having the highest health in the game, has absurd DPS and burst potential, drains your teammates heat without any thought, gives heat to opponents under fire, and of course, with a little skill, has completely infinite fire.
When paired with a technician, the incinerator effectively gains the highest health in the game, as the heat drain aspect allows a permanent heal beam possibility.
That's a lot of stuff it has going for it, but I really think some very subtle shifts would bring it in line swiftly. Obviously, suggestion B. for the technician would largely alleviate the wombo combo that is incin/tech.
A suggestion that OmegaNull brought up, and I twisted a little dealt with turning the passive heat drain ability into the incin's active ability. This would also address the technician problem somewhat. Press F to drain heat from nearby axes. I think this could be utilized in such a fashion that you hold F to continue draining heat for up to five seconds, and if you reach overheat level, you explosively discharge your heat, ie: the buttstomp.
I've previously toyed with the idea of a reduction in the incinerator's speed and reducing it to an artillery vehicle, but truthfully I'd like to keep that the zone of the grenadier. Perhaps we should consider reducing its health to 700 or 725.
DO NOT remove the infinite fire aspect. Though this is a big contributor to the incin's OPness, it also makes it very unique and helps solidify it's position in a pilot's arsenal. Doing things like nerfing DPS a tad, or taking some of the other suggestions, could help relegate the incin to the support role it was always intended to fulfill.
Orb Meta:
This must change. It is the least fun component of the game, both for the user, and the victim, and at high tiers of play, is entirely necessary to stay relevant. I don't want a single one of those things to be the case in this game, ever.
A. The obvious. Reduce the canned orb's capacity to 60 in order to bring it in line with the detonator.
B. Same as suggestion A. for technician. Add heat to the orbs, so that they are less effective in combat.
C. Give the orbs an AOE. If the enemy is close enough, they will be healed at a set percentage as well.
D. (Credit to LEmental) Disallow the ability to be healed from multiple orbs at a time. The rate of healing from several orbs, especially when coupled with the extractor, can easily surpass that of a tech's green beam. I haven't run any numbers on that, but unless there's some sort of cap that I'm unaware of, it's algebraically valid.
Thank you for the consideration.
Edited by ticklemyiguana, 23 March 2015 - 07:52 PM.