Unlike most, I too agree that high alpha mechs are not in the spirt of the game just like 8LL Novacats were in MW4 poptarting people. It is only fun for those who utilize builds like that.
I personally think maybe we should not allow people to modify their mechs and just use stock variants. That would solve that issue. PGI will have to figure out someway of detering min-maxing because as it stands it really isn't about tactics at that point when a teams strategy is to alpha strike the opponents. To be clear, the alpha strike team only has to sit and wait for you to come to them, at which point your team will be killed quicker than you can kill them. You can do the math if you like, but especially in 12v12, a fully prepped alpha strike team will kill 4 of your mechs once they get in range. You might be able to kill two possibly assuming all 24 mechs are in range of each other.
Of course you can try to flank, or get in range, or whatever other cunning plan you think you can devise, except they will all have range and there isn't always cover. Even if you did sneak up, a smart team will have cover covered so once you break it, you die. Pretty simple really.
And that is the problem, while it is effective, it really isn't fun for everyone. Not saying it doesn't take skill and coordination, because it does, but it realy breaks the lore and spirit of Battletech. I know you all are going to hate this, but in the TT game, even if you did sport 6 PPCs on a Stalker, with the to-hit table, they would be spread all over the place and maybe two of them would hit the same spot. The odds of all six hitting one spot is pretty unlikely.
Taking it to MWO, well if they are all fired at the same time it is unlikely that they will hit more than two spots and usually all hit the same spot. There is the difference and the problem. Mech designs were designed with the to-hit table in mind. Simulators remove the to-hit table and therefore break the designs originally intended for the game. You really can't have both. Game design (board, card, sim, whatever) has to take into account all the detail to get a smooth playable and enjoyable game. Taking parts from one game and trying to fit into another format doesn't work too well.
The mech designs we have are based on the TT game, however the mechanics are a sim. That is the problem, the mechs are not designed for a sim. So you either have to redesign the mechs, or introduce a to-hit table that was designed with the mechs in mind. otherwise you will have an unbalanced game. It made sense in TT to have weapons that had multiple different weapons because of the way it was designed utilizing initiative and alternating movement. In MWO, min-maxing makes more sense because you adjust your distance in real time.
Anyway, you will either understand what I am saying or you won't. The problem in a nutshell is that the mechs were designed for to-hit tables and alternating movement based on initiative. The game we are playing uses only the mech designs but not the underlying game mechanics they were designed for, which makes for a poorly designed game overall.
Edited by Hawker, 12 April 2013 - 12:28 AM.