CommonDiseases, on 19 March 2013 - 05:14 PM, said:
Yep. The weapons are unbalanced and should stay that way.
A ridiculous assertion. In a well designed game, all weapons are useful in some cases. That's not the case in MWO currently.
CommonDiseases, on 19 March 2013 - 05:14 PM, said:
Complaining about nerfing and mgs and ecm and ams...I get it - it sucks to get caught in the open (where'd that little ecm dude go?) and get racked out of the fight by a flight of twenty thousand missiles converging on you from every direction in point seven seconds.
Do you truly understand why this is bad? Do you "get it?" Game balance isn't about being "caught out in the open." It's about some things being disproportionately effective.
CommonDiseases, on 19 March 2013 - 05:14 PM, said:
But it makes you come up with strategies of your own. And here's the thing: There is enough options that nothing works ALL the time,
This is a nice notion that is unfortunately false. SSRMs have never let me down on my Raven 3L. Never. SRMs have always provided me a knockout punch on my X-5, and medium lasers have always been my bread and butter. This game could have five million different types of weapons yet if all of them except the current ones were useless, the most effective builds would remain the same. Options are only valid if they are effective.
CommonDiseases, on 19 March 2013 - 05:14 PM, said:
and different people react and adapt differently. I don't care how loaded you are with - whatever; there is a team that can beat your team. And a team that can beat them. It's about working together to make all the available options work, not necessarily about your individual loadout.
This is similar to your last point and flawed in the same sense. Some builds are better against other types of builds, this is true. However, some builds are objectively better than others. I hate to break out this tired old argument, but there aren't many ways to beat the 4 3L, 2 A1, 2 D-DC or similar types of teams if your skills are equal. That's the main trouble. The issue isn't that more skilled players can beat less skilled players. The real issue is that many different loadouts provide a clear advantage over others given players of the same skill. Sometimes this is justified (LRMs should always lose at close range) but often it is not (why should the Jenner perform so poorly against the 3L?).
CommonDiseases, on 19 March 2013 - 05:14 PM, said:
So instead of talking about the programming, think like a warrior.
I've seen this argument before, and it's wrong. This is a game we're talking about. We
can adapt to balance issues and we
have. The real question is, now that we have adapted, are we better off than before?