Dear Garfuncle,
You are NOT crazy. The problem here is that you are trying to have a discussion about game design with players. The forum is not filled with THOUSANDS of designers, so don't feel frustrated when your sentiment is replied to by players.
The discussion that you are trying to have is about the design philosophy of Mech Warrior Online. The sentiment that I'm hearing (that others might be missing) is as follows:
-It is not acceptable to allow any mech to deal that much damage that quickly REGARDLESS of drawbacks. The existence of such as an option breaks the PHILOSOPHY of the combat system. It doesn't break rules or mechanics or balance. It breaks the FEEL of the game (which is a design goal, not a balance mechanic).
In a game without respawns the pacing of each individual lifespan is incredibly important. There should be a damage cap that reflects this goal. For example, Headshots. The ability to drop a mech to it's knees through cranial devastation was both a cool idea and paid tribute to the tabletop incarnation. However, it became clear early in development, that it needed to be difficult to perform. Hitboxes needed to be changed to reflect the fickle nature of head-shots, as opposed the skill based nature, BECAUSE making it as skill based action left too much room for abuse. It would have just remained an auto-win button for those who learned to master it, which was anti-mwo. So while it is possible to crush someone's face in, it is no where as easy as it once was (or theoretically could have been when compared to the tabletop). [does anyone remember the first incarnation of the cicada and how they died more easily then minions in a Power Rangers episode]
Some of this problem stems from the escalating nature of missiles. Missiles are fundamentally different than all of the other weapons because of their modular design. I can fill four Missile slots with lrm 5's or 1 missile slot with an lrm 20 and have almost the exact same effect: exact same range and exact same damage. Lasers and Ballistics do not fit this profile at all, which shows the "alien" nature of missiles in the game.
That having been said, there are going to be times when this happens. Particularly with teamwork. I crested a ridge once in a commando slightly fast than I had inteded. I started breaking before I even reached the top, and before I had time to react to the FOUR mechs within 200 meters of me on the other side of the crest I was completely vaporized while backpedaling. Just a few short meters and less than one and one half seconds and I was toast. But it was still fun! I laughed so hard! And I learned a thing or two about piloting that day (particular about piloting lights). So while it is not a good idea to allow such noob-pwnery into the system, it will inevitably happen, I can assure you.
One option to help the issue in question (in addition to missile reform, of which I am a STRONG proponent), is to add more slots to missiles. There is a reason most people can't fit an AC20 into their arm, or fit 2 AC20's in one limb EVER. Doubling the slots that SRMs occupy could potentially make it harder to SPAM them in such a design-breaking way. Alternatively, changing the way that missile slots are implemented could speak to the problem. Changing it so that each missile "slot" allowed you to take a single "grouping" of missiles (either groups of 2 for SRMs or groups of 5 for LRMs). So if you have three missile slots in your right arm, you could take three LRM 5s, or one LRM 15... OR you could take one SRM2 and one SRM4. (NOTE: this method would involve re-structuring the missile points in mechs, increasing their number, but decreasing their "flexibility", i.e. spam potential). Alongside moving the Ballistic slots on the K2 into the center torso (lol), this is my personal fix to the problem. (and yes, even though the conversation is about design philosophy, the answer is going to look like mechanics
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
).
Hopefully this addresses the OP, and hopefully the admins see this post, realize the thread is not lost, and pass my idea along to the design team with a thumbs up
-Cormac
Edited by Natanael Cormac, 25 February 2013 - 07:25 PM.