Karl Streiger, on 14 March 2013 - 11:16 PM, said:
So boats are a problem - and stop niggle "but they are easie to counter" on their own yes. In teams - are you kidding me?
THIS IS A TEAM GAME.
If your team fails to counter the enemy they get destroyed, if the enemy fails to counter you they get destroyed. There are 8 people on each side, if you can't co-ordinate properly to take down the enemy you will get shredded.
Saying that boats can be OP because their team protects them, is the same as saying that knives are deadly because they can stab you. Boats are there to provide support and deal massive damage. I don't think people comprehend what the words "Fire Support Unit" mean. It doesn't mean it's a unit that just suppresses the enemy and puts some dents on them. Fire Support Units (FSUs) are designed to be weak in the short range and completely devastating at long range.
They slow the enemy down, and when your front line units pin that enemy down, the FSUs unleash hell from long range and obliterate it. What do you think artillery is? Artillery batteries are FSUs. Howitzers fielded by the dozens in real life don't just slow down tank columns they obliterate them along with entire regiments of infantry, that's their job. They draw back is that they suck in close range and are useless without forward observers and guards.
If an enemy has boats and they don't protect them they are being stupid, and completely ignorant of the most basic of battlefield tactics. Or they are playing a ludicrous gamble that will either give them complete victory quickly, or cause their complete annihilation.
Karl Streiger, on 14 March 2013 - 11:16 PM, said:
Boats are a problem because your damn 6 PPC Stalker build is capable to hit the same location in a single blow.... a same build in TT will simple explode...a good part of his PPCs will not even hit the target...and when they hit they will spread the damage all over the target...
Convergence is an issue that we can discuss because it wouldn't make sense for a Stalker's 6 PPCs to all hit you from really close range while it is turning. Since they are fixed in the "ears" and torso. However, from long range, you'd bet your bottom dollar they should all hit you. Any pilot worth his salt would try and aim all cannons at an enemy's vulnerable spot. It makes sense from a logical point of analysis. It is also doable physically.
That's at long range. Short range is where problems should start to surface. Also, having them all converge does seem balanced. If they hit they do devastating damage, if they don't.... then you just gained a ton of heat and dealt no damage to your enemy, who is now probably behind cover and circling around you to kill you.
If you are being hunted by a sniper boat you shouldn't be out in the open for long, that's just common sense. You are supposed to use cover and tactics, and most importantly. Coordinate with teammates, to adapt overcome and achieve victory.
That's the beauty of MechWarrior, tabletop or MWO. In both cases you used your lance to the utmost efficiency while trying to deny your opponent the ability to attack you, because it hurts like hell.
Also, to talk about TT
Rocket Puppy, on 14 March 2013 - 11:04 PM, said:
They did a great job trying to stay true to the table top but TT rules don't hold up the real time battles.
Players can aim in real time and are not rolling die to do hit damage.
That says it all.
SIDE NOTE: Talking about missiles isn't going to help much right now, because the main problem with them has been identified. It's their splash damage and the devs are trying to figure out a way to deal with that, and fix it. Also, taking cover is usually a good way to deal missiles. That or I don't know..... using that thing that says "Anti-Missile System" on it. Even if your mech isn't equipped with it, your team should have at least one mech with either that or ECM.
Edited by IraqiWalker, 15 March 2013 - 12:14 AM.