- Hit State Rewind (HSR)
- Consumables
- Clans and Clan-Tech
- Fixed Hitboxes
- Reduced lags
- Lower pings due to more servers worldwide
- Players getting more experienced, finding better layouts
- Many more critslots/hardpoints than 'needed' (I know this is wonky)
- No speed-cap anymore when netcode is fixed completely
...all this leads to fights getting quicker and quicker. Many brawls are done in seconds, many have proven you can already destroy a mech in 3-4 seconds and it will get faster and faster.
For me mechwarrior is a game, that should not be twitch-like. But the "better" the game performance gets, the more twitchy it gets.
And to be honest I don't like this.
I like games where it takes minutes to destroy each other (and not because you need 10 minutes to reach the opponent like on huge maps).
I think when the devs made the numbers (cooldown timers, armor points) for the game, they did them not under perfect conditions but under the ones they had back then, and it made sense.
But now with all the points up there it kinda doesn't fit anymore. Think about this.
I don't know what the solution for this is.
Double armor points again? This would certainly lead to more balance problems.
Or just make them "soak up" more damage than now?
Double Structure Points?
Or limit hardpoints?
Punish high heat?
Double cooldown timers?
Pump up heat?
Change weapon convergence (no pinpoint damage)?
I don't know, I just can say (and I know its not only my opinion) that the game is getting too fast and nothing we have planned for the future counters that.
I'm pretty bad with ballistics (58% accuracy with AC20, 49% with Gauss according to my stats, mostly due to lag) but when ballistics get state-rewinds, you can imagine how much more damage everyone will do!
And that 60 point alpha of the PPC Stalker that missed you because of a tiny tiny lag, will hit you right in your face.
Edited by TexAss, 17 April 2013 - 06:39 AM.