However, there some to be a modern trend in games of trying to balance the classes, no matter how bizzare it may seem (Its like asking a 18 Wheeler truck crashing into a Prius and expecting the car to win half the time),
This usually ends up with making the most logical outcome, which is a heavy almost certainly always beating a light, seem ironically the hardest to accomplish. I have seen it happen with many games in the past.
For example the devs become aware of the balance "issue" and player whining, and they take strong steps to really maim most inherent positives of a heavy trait, while simultaneously amplifying any inherent negatives.
So to speculate, not only do they make the heavy classless much slower, much harder to turn, etc which makes sense and as to be expected, but also, on the other hand they only have relatively little more health than the mediums or lights, and relatively little more firepower etc. So essentially the lighter classes can run rings around them and beat them quite easily!
On top of all this, from the videos I saw about the mech reactor going critical and exploding, I can see this being a balancing measure as well. Thus, say you are a heavy, whenever you kill a lighter faster mech in combat, unless you do it from what seems REALLY far away they end up taking you out as well from the explosion, and nullifying victory over them, even further making the heavy class even more pointless and painstaking to use.
So you end up with a game where the "heavy" or high firepower class is good for some “Oh Yea!..” style novelty fun, but is never really worth using in the grand scheme of things because instead of being a luxury it is a hinderance even in deathmatch, let alone other game modes
Which is a shame as we all know heavies are fat, slow, not good for in many regards, but they should be feared on the battlefield and have devastating effects (not laughed at which is what happens when devs try to balance something that should not be balanced.)
I wonder if this game will fall to this pressure and make it so that heavies can only dominate under very specific, niche scenarios. because people may complain about heavies being dominating not because it makes any sense but just because they don’t like loosing and they prefer playing with a quick light-mid range.
To sum up, devs please make sure heavies are still very feared. THIS IS THE SECRET HERB AND SPICE THAT MAKES MECHWARRIOIR FEEL SPECIAL. If all the classes get balanced out this fear element will be gone, and it will ultimately end up up feeling dull and uninspiring. The gameplay will turn out playing out like any other fps shooter but with mechs.
Think of how rare this fear element is to capture in a online multiplayer deathmatch game and try your best not to loose it, especially when Mechwarrioir naturally has this factor with the heavies! You take this away you're ripped the soul of the the genre.
Think of other countermeasures to stop everyone going heavy. For example make the mech slower to move. turn, overheat, make a faction for heavy class mech fans but they earn less exp when they get a kill compared to lighter classes, etc. In addition smaller Mechs will have to run and take pot shots or work in groups to beat a heavy but one can only annoy (they naturally gang up on heavies anyway), but whatever you do don’t reduce the heavies massive Armor and firepower to the point its no longer ridiculous.
Edited by xSNAKEx, 09 March 2012 - 03:54 AM.