Rhent, on 06 March 2013 - 05:10 AM, said:
Go figure, someone is trying to use table top rules to apply to a First Person Shooter game. Imagine if someone took HALO and turned it into a turn based strategy game and then people came in from playing the FPS version and complained about how the Needler wouldn't work that way in a COMPLETELY DIFFERENT GAME.
Go figure. Someone is referencing the material this game is designed around. How dare they bring Battletech into this game based off Battletech! Imagine if the people complaining about the source material went and actually read some of it instead of just assuming it shouldn't apply and they knew better than people who have been dealing with a rule set that has been balanced by over 30 years of play. A lot of the imbalances in MWO are because they HAVEN'T stuck with the TT material.
As far as boating goes. Very few builds do it in TT because it has limited use there. Convergence in MWO makes boating more worthwhile. Instead of 4 Medium Laser shots doing the same damage as an AC/20 shot but doing it to a few different spots of the mech you have 4 Medium Lasers that do pinpoint damage like an AC/20 for a bit more heat and a lot less weight crit space and without worrying about ammo. Implimenting Lasers like they did in MWO instead of previous MW titles has helped some as it tends to spew damage all over the mech unless it is moving very slow.
Boating 4 PPCs though... which all hit roughly the same spot... That is a bit more potent as anyone hit by a sniper with a load-out like that can attest to. It's a bit overboard with those type of weapons or SRMs, but at least with the SRMs they have limited ammo and I can kill them before they step into range. PPCs tend to run hot so hopefully you can make them miss their first couple salvos and then close in or smack them back while they are cooling down.
No, boating isn't natural in TT but here, where the, "I must specialize." gaming mindset takes hold, you will obviously see it. Specializing has advantages and flaws but the way some people play and their opponents counter play leads to those advantages being greater than the flaws. After all, when everyone moves into hugging range to fight Splattapults become insanely powerful as do 3 SRM6, AC/20, 2 Medium Laser Atlas. I notice Alpine has taken a bit of the bite out of those mechs.