To OP idea. Interesting but I think this would give an unfair advantage to A-classes.
A-Classes already have the easiest time disengaging from a fight and have less health to heal than C and B classes. Their stats are already tailored to make them hit and run machines. Were as the C classes are meant to sustain on the front lines. B classes are meant to be the versatile in betweeners. When you start giving repair speed advantages to lighter classes you are reducing the C classes ability to sustain against them. Giving C Class less room to breathe between attacks so to speak. Especially when you factor in mechs healing from three quarters health to full rather than from near death.
To what was said in response to Stubborn Puppet, A classes have roughly 5 m/s more boost speed on average than B classes and roughly 10 m/s more boost speed than C classes. So to say that they are "not that much faster" is preposterous. Not to mention the air speed and maneuverability advantage that makes A classes much harder to hit when they are fleeing than B or C classes larger and slower hit boxes.
Keep in mind mechs take more damage while repairing. By reducing the set down time for lighter classes you are also reducing their overall time with repair vulnerability.
Again...Keep in mind due to larger hit boxes and lower speeds both on the ground and in the air (on average) C classes and B classes are likely to sustain more hits during fights. On the opposite side of that coin, an A class can take less hits during a fight.
Here are some maths that I used to inform my opinion of OP's proposed changes.
Heal times for max sustainable damage / with 1 tow worth of damage / quarter health of damage:
Scout: 2s + (319/44.71) = 9.13s /// 2 + (125/44.71) = 4.8s /// 2s + (79.75/44.71) = 3.78s
Berzerker: 2s + (354/44.71) = 9.92s /// /// 2s + (88.75/44.71) = 3.98s
Infiltrator: 2s + (329/44.71) = 9.36s /// /// 2s + (82.5/44.71) = 3.85s
Assault: 2s + (564/56.78) = 11.93s /// 2 + (125/56.78) = 4.2s /// 2s + (141.25/56.78) = 4.49s
Bruiser: 2s + (554/56.78) = 11.76s /// /// 2s + (138.75/56.78) = 4.44s
Raider: 2s + (514/56.78) = 11.05s /// /// 2s + (128.5/56.78) = 4.26s
Brawler: 2s + (799/67.8) = 13.78s /// 2 + (125/67.8) = 3.84s /// 2s + (200/67.8) = 4.95s
Vanguard: 2s + (684/67.8) = 12.08s /// /// 2s + (171.25/67.8) = 4.52s
G2 Raider: 2s + (674/67.8) = 11.94s /// /// 2s + (168.75/67.8) = 4.49s
With Proposed Changes:
Scout: 1s + (319/44.71) = 8.13s /// 1 + (125/44.71) = 3.8s /// 1s + (79.75/44.71) = 2.78s
Berzerker: 1s + (354/44.71) = 8.92s /// /// 1s + (88.75/44.71) = 2.98s
Infiltrator: 1s + (329/44.71) = 8.36s /// /// 1s + (82.5/44.71) = 2.85s
Assault: 1.5s + (564/56.78) = 11.43s /// 1.5 + (125/56.78) = 3.7s /// 1.5s + (141.25/56.78) = 3.99s
Bruiser: 1.5s + (554/56.78) = 11.26s /// /// 1.5s + (138.75/56.78) = 3.94s
Raider: 1.5s + (514/56.78) = 10.55s /// /// 1.5s + (128.5/56.78) = 3.76s
Brawler: 2s + (799/67.8) = 13.78s /// 2 + (125/67.8) = 3.84s /// 2s + (200/67.8) = 4.95s
Vanguard: 2s + (684/67.8) = 12.08s /// /// 2s + (171.25/67.8) = 4.52s
G2 Raider: 2s + (674/67.8) = 11.94s /// /// 2s + (168.75/67.8) = 4.49s
Not gonna math for all of your proposed numbers because the trend is the same.
Proportionally, with the current repair speeds, C Classes take longer to repair a quarter of their health compared to A classes. C classes do repair a Tows damage faster due to proportionally a tow's worth of damage being more against an A class than against a C class. To me, this is by design because an A class can disengage and retreat farther and faster than C class. Which is usually forced to repair closer to the fighting. It fits the proportionality of health vs speed. Fitting the respective roles of the classes. Plus a C class is more likely due to take damage due to its size and speed compared to the nimble A classes.
With the OP's changes the proportionality of health vs healing shifts in favor of A classes which already have the advantage of maneuverability to make up for their weakness of health. A classes biggest advantage is their speed it gives them the ability to manage space on the battlefield better than the other mech classes. Allowing A classes to set down and repair faster than B and C classes gives A classes more room to breathe and C classes less room to breathe, with B classes somewhere in between. Suddenly A classes have enough time to run away and heal massive amounts of damage and come back into the fight before the C classes have healed.
Keep in mind this whole time A classes do the same amount of damage as heavier classes.
The math and experience tells me these changes would result in C classes struggling to find time to heal while A classes are jetting around the map healing to full hp with impunity. The A classes would also be made more effective in team fights. Being able to trade their HP much more effectively against heavier classes because they will be able to disengage and heal their hp back even faster than they do now.
Edited by CounterlogicMan, 18 September 2015 - 02:53 PM.