**Element/Type Balance Theory**

So in Supermechs, you have 3 types: Heat, Energy and Physical. Now a lot of this game is considered “unbalanced” and biased towards a particular type, namely Energy. Now, this is the ratio for “balance”; say we have a total ratio of 30, the balance should be 10:10:10. Correct? Now, in my opinion, the ratios should be calculated like this: Physical = HP divided by damage per weapon, Energy = Energy divided by drain per weapon, Heat = heat capacity divided by heat given per weapon. (If you disagree, then please state what the ratio calculations should be by.)

**Physical’s maximum HP can be 4622.
The average max damage of Physicals most common:**

Spartan (387 max)

Mighty cannon (387)

Mercy (440)

Backbreaker (408)

Nightfall (366)

Night Eagle (336)

Reckless Beam (283)

Desert Fury (224)

War Hammer (398)

SeraphBlade (376)

Annihilation (341)

Purifier (213)

Sweetie (256)

Bloodweep (209)

Terror Cry (331)

**Average of 330 damage. (Not including Repulsor, Armor Dissolver and Armor Annihilator)
If we take this and divide the Max HP with 330, we have 14 (rounded from 14.0000006) turns to get it to 0. (Not including Arena bonus)**

**Energy’s maximum energy capacity is 1702 (Yes, it’s possible). The average max energy drain of Energies most common weapons:**

Grim Cobra (95)

Hysteria (123)

Valiant Sniper (193)

Spinefall (95)

Delerium (95)

Stormweaver (114)

Brightroar (103)

Ash Creator (180

Bulldog (67)

Bigdaddy (95)

EMP (393)

Mortalbullet (123)

Last Words (95)

Bunkershell (123)

Malice Beam (123)

Ultrabright (95)

Hot Flash (123)

**Average of 139 energy drain (rounded from 138.705882). If we divide 1702 with 139, we get 13 turns to completely deplete the energy. (no regen)**

**Heat’s maximum heat Capacity is 1661. The average max heat generated by Heats most common weapons:**

Supreme Cannon (71)

Vandal Rage (44)

Desolation (71)

Iron Frenzy (71)

Desert Snake (71)

Savagery (93)

Flaming Scope (212)

Terrorblade (86)

Heronmark (78)

Chaos Bringer (71)

Crimson Rapture (135)

Reckoning (50)

Magma Blast (93)

Sorrow (93)

Abomination (71)

Heat Bomb (393)

Corrupt Light (93)

Dawnblaze (71)

Flaminator (93)

**Average heat of 103 (rounded from 103.157895). To over heat a player, you need the max turns of: (max heat capacity divided by 103) is 17 (rounded from 16.1262135)**

Physicals have 14 turns, Energy has 13 turns, and Heat has 17 turns… This may or may not show the ratio of the types and shows that energy has one extra point and is in the lead. But not by much.

All things considered, there are other factors in this, like Regeneration and Cooldown (No healing for Physicals), but this is the Element Ratio Theory and can be used to see which type is currently in the lead with less turns taken.

Ratio = 13 (En) : 14 (Ph) : 17 (He)

My man, @Spaddel, has posted some of the different factors of this measuring technique that may influence the balance.

This is just a simple version of the equation and it seems to fit in with the current meta formed by the game: Energy is just slightly above Physicals with Heat quite behind (13:14:17).

If you like, you may also do your own calculations and post them here or just express what you think of this way of measuring the balance.

When I have abundant time, I may or may not attempt the other factors listed above… but it would be helpful if some of you can help.

Thanks to the members of BTB for previewing this theory!

Thanks all for reading, but if you did not, then algoods - WK