Khobai, on 19 April 2014 - 06:24 PM, said:
Being easy to use is not a requirement of a meta build though.
A meta build typically just refers to a dominant build, not necessarily a build thats easy to use. if you have two players of equal skill and one is in a meta build and the other isnt, the one thats in the meta build should win 99% of the time. The exception to that is if the other player is in a counter-meta build.
So for example, if you know before you enter a game that most players will be using PPCs, and knowing that, decided to take a fast mech that can get inside that 90m deadzone of PPCs, then youve just built a counter-meta mech.
This is very true...
Let us consider this:
AC20 + 2xPPC meta build can do 40 damage out to 270m to a specific point on a mech. Accounting for recharge that is 4 seconds of 10 DPS delivered in 1 blast. If an enemy needs 40 damage to die, 1 blast kills it in that interval to 1 section of the mech.
With 3xAC2, DPS is now 9.03 per second...but it is *NOT* burst damage, it is applied over time in a sustained manner. This means that same mech that required 40 damage to die to 1 specific location will now take 4.42 seconds to kill...
However, because you are not firing one blast at one component, let us say they can torso twist a modicum, and account for the 60% hit chance because we are using damage over time. I would wager the average hit ratio for a player using AC2 is somewhere in the neighborhood of 60-70%. So if 30% of shots miss, and say another 20% hit an unintended area because of the target moving, now we have increased that 4.42 seconds to 6.83 seconds.
That is 6.83 seconds you must be exposed firing sustained on the target. Before, it was bad enough, however, now DPS weapons can no longer compete with burst damage pinpoint alpha builds. They really did not compete before, but it was close enough you could use it and still be effective
enough if you did not want to run a meta alpha strike build. Now, multiply that out over the course of coring an Atlas with ~100 CT armor. The differences become staggering.
Instead, as with every other change to weapon mechanics, high pinpoint alpha strike builds are being reinforced and DPS builds are being nerfed because...well...because...PGI cannot think of anything better to do with their time? I cannot fathom what the reason is...but the balance passes being made do not relate to solving the issues, and barely even manage to treat the symptoms.
I really hate to give negative feedback in such a way, especially as a game developer myself...but the reality is the writing is on the wall. They do not know how to solve the issue that the community has and are trying to treat symptoms.
Edited by Gyrok, 20 April 2014 - 12:28 PM.