This particular game itself has featured power builds and certain mechanics that have taken ahold of the meta throughout the various phases from closed beta to the present, and beyond.
Here is a brief list I've compiled in a couple minutes of pillars, power builds, or culturally relevent mechanics or tactics that have made an appearance in this game, attempted in chronological order -
Supercrazy engine sizes
Dragon knockdowns
LRM boating/borked time
Jenners with 1 jump jet
Catapult streakcat
ECM, leading into
raven 3l cheese
atlas ddcs
8 man imbalance
gauss changes
splatcat
first energy changes
poptarting reaching critical mass
state rewind 1
trebuchet packs
coolant
alpha becoming somewhat popular
second ppc changes [state rewind p2]
serious boating
HM, more poptarting, serious boating, coolant
remember this is a brief list, I typed this on the fly while chatting with a guy in about 3-4 minutes.
Many of these I feel are directly related to the nature of the entire game being a beta, with incomplete systems, and needing various tweaks along the way. Some I feel are consistantly powerful concepts or builds, mechs, etc.
For example, the PPC. The PPC is a true pillar weapon, in various forms, within the BT universe. It is probably the quintessential BT weapon that comes to mind, maybe I'm wrong. Is it wrong for it to be powerful? Is it wrong for it to be relevent among both high end players and casuals? Will it be replaced?
Are there issues that deal with all of these things that you feel could be brought up or challenged? Fixed? Are they good? Are we just infants starting a new game and building all of this from the ground up? Are some of us approaching MWO with old ideals about this game due to it being BT? Are some of us only concerned with winning at the cost of everything else? Are we all having enough fun yet? What else is there that we can find out about this game and shed light upon... I know there are other cool things, and the best ones the clever people haven't let out yet. ^^
Beyond the mechanical nature of things is a slight delay of the community actually interacting with a weapon. Example - if theoretically nobody had ever made a 6 er ppc stalker, and you ran up against it and it 1 shot you alpha in the face from 600m out, you'd be very intrigued by what just happened. If you died to a bunch of weapons while fighting 1 v 4, it's probably not noticable what was really putting the hurt on you or countering your tactics. Point is, there is a development period within the community of nurturing and progressing builds, tactics, and playstyles into the relevent meta of the game. It takes a bit of time. This also shows that the only way something becomes relevent or considered powerful in this game is by actually using it, scores of players aren't just convinced to build something and start playing it all the time cuz they read it on some forum in text. It needs to be visceral. This is why I think a lot of the issues regarding the way the game is played at the moment are community and meta issues almost as much as they are mechanical and balance related problems.
Comments, criticisms, glaring problems, whatever, post em, I'm interested to hear your thoughts. This isn't some sort of bash, this isn't some sort of troll or fanboy post, I'm merely posting thoughts I've had and discussed with others on these issues and I think they are worth exploring. Thanks for reading.
Edited by Soy, 17 April 2013 - 07:58 AM.