Do mechs die too quickly for the game to be fun? In many situations, yes. If you get hit with 60 LRMs, that is not fun. If you get hit with 6 ERPPCs at 1100m and your CT is orange before you ever see an opponent, that is not fun. If two AC/40 Jagermechs alpha you in the face as you cross over a ridge, that is not fun.
However, a general nerf to damage would also be pretty terrible. It already takes a light or medium mech a long time to kill an assault mech. If damage were reduced, for example, by 50%, it would take a Commando so long to kill an Atlas that it could walk half-way across Alpine first. The SDR-5K would, uh, still get the 0 kills it gets today, but if it could get less than 0 kills per match, that is what would happen.
It's also bad because, as an assault mech being attacked by 1 or 2 lights, you are doing everything you can to take advantage of any mistakes they make. If you can land 1 or 2 good alphas, they will probably be badly wounded or die. But for that to happen, the light mech first has to make an error and end up in your line of fire. If he can do that 4 times before losing a leg, you'll never beat him. He will chase you forever, shooting your back with new, nerfed, 2.5dmg MLs and you will spend forever trying to turn so you can face him.
I do think mechs die too quickly, but not in every situation. What we need is specific nerfs and buffs to fix certain weapons.
If they think "damage is too high," we need instead to suggest increasing internal structure hit-points. This would still cause mechs to get their weapons damaged/destroyed at the same rate, but entire arms, legs, or engines won't blow off as quickly. You can still badly wound your opponent by knocking out his AC/20 but it'll take longer to leg him. Legs, though ... you can't just blindly double structure HP because (see above.)
The entirety of my thoughts on the current weapon-balance is summarized as follows:
Energy Weapons
- Flamer needs damage buff and should generate less (or no) heat when fired, and maybe should be changed from 1 ton to 0.5 tons
- Small Laser could have more range but otherwise, seems fine
- Small Pulse Laser needs buffed
- Medium Laser is fine
- Medium Pulse Laser is fine
- Large Laser is fine
- Large Pulse Laser should be slightly buffed, with either more range or slightly less heat
- ER Large Laser is just a dumb weapon right now, but might become more useful if PPC & ERPPC are changed as below
- PPC, start reducing damage inside 180m, to zero damage at 90m; raise heat
- ERPPC, change damage fall-off to zero by 1200m; raise heat
- Machine Gun, raise damage to 1 to 1.5 DPS; find out what is OP and then nerf it; reduce its ammo/ton
- the missing light-weight guns, create some
- AC/2, reduce weight slightly; otherwise seems okay but incredibly aggravating and over-powered when someone is mouse-macroing 4 of them; reduce or eliminate its cockpit shake after the first impact per 10s(?)
- AC/5 reduce weight slightly; seems okay otherwise
- Ultra AC/5 reduce weight slightly; make double-fire somehow optional so players aren't buying a $50 mouse just to avoid the jam, and suddenly taking advantage of a mechanic unavailable to casuals
- AC/10 increase ammo/ton and weapon hit-points to make it a viable alternative to the AC/20
- AC/20 increase projectile speed
- LB 10-X make the spread smaller, or allow a dual-ammo option; raise ammo/ton slightly
- Gauss Rifle, reduce ammo/ton to 4
- SRM raise damage
- Streak make it not always seek the center torso, raise damage
- LRM raise damage and projectile speed; increase weight of LRM15 and LRM20 (harder to boat 60 - 80); reduce ammo/ton
I would then give every player a free, extra, fully-mastered, cbill-bonused SDR-5K, HBK-4P, CPLT-A1, JM6-DD, HGN-733C, STK-3F, AWS-9M, and AS7-D-DC for a week so a bunch of different chassis get played with these new weapons; and take those free extra mechs back after the week of tweaking. If they want to keep them then they will use the CB they got while playing them to buy it. EDIT: I'd also make players able to purchase those mechs for MC during that week, an (M) variant or something, which stays fully-mastered and has a hero-like CB/XP bonus, even if they do not have any other chassis of that weight-class.
We can pray this is what the test servers will be used for.
Edited by jeffsw6, 27 April 2013 - 03:48 PM.