Hammertrial, on 17 April 2013 - 03:12 PM, said:
Except that's just not true. As hit detection gets better, not only has the heavy weapons been getting buffed alongside it, but the mechs released are becoming boatier.
In closed beta and up to the stalkers release you couldn't make mechs with 60 point alphas at max range, let alone 45 (the current poptart). And if you could it was with LRMs that lights can avoid using their speed. Now we have more and more patches where velocities of heavy weapons are increasing, making them more and more like lasers instead of ballistics, and alphas that rip legs off in single salvos even with max armor. And netcode after netcode fix without removing the ******** engine limits that should make lights function as lights while making their speed progressively more and more worthless.
You just can't do much except try to cap against a line of poptarts that only need a single shot between 8 people standing any range apart to instantly obliterate you. And if they're camping their base (which they are cause lol poptarts), all you can do is hope they overheat while firing at you to at least give a teammate a free shot.
And I have no clue why some of you think buffing LRMs is somehow going to nerf poptarts standing behind cover that those LRMs will just smash into...
I feel the gentleman makes some valid points.
However what irritates me no end is the apparently prevailing opinion amongst so many that somehow hit detection and light mechs are part and parcel of the same facet of game design. As if the broken (yes, it was broken and woefully) state of hit detection in the game was a part of some master balance plan for light mech's all along.
People seem to be viewing the implementation of host state rewind as a targetted nerf to light mech's, rather than the fix to a broken hit detection system that it really is.
Host state rewind is great. It's great because it removes what I have looooong perceived to be the single largest prohibiting element to the balancing of light mechs. i posit to you that prior to HSR being implemented it was nigh impossible to balance light mechs because the system was broken in such a way that prevented it from being done. Light mech gameplay balance simply could not be addressed whilst the hit detection system was in the state it was previously.
To my mind, with the successful implementation of HSR complete,
NOW is the time to
BEGIN looking at light mech balance and design philosophy. We have the perfect opportunity to do so because
external prohibitive factors have been removed. We now have an environment in which we can truly look closely at light mech performance and see where its at and what needs to be done to it to help it achieve its niche.
i think its tragic that so many people are viewing HSR as the
final step, the last leg in the journey towards balancing light mechs when in fact, it's the first doorway opened on the path yet to be travelled. It's a great opportunity that I hope PGI takes full advantage of.