Example : PPC hit detection/fire lag. PPC's used to be a joke as they did not often hit and had over a seconds delay before firing. They changed the numbers, then fixed the mechanics, but didn't change the numbers back.
Second example SRM's : Orignal numbers were correct. However bugs in splash damage meant they were massively over performing. Currently nerfed into being uncompetetive while they fix splash damage. This is a collossal issue as it has removed the sniper counter builds.
In addtion, there are several weapon system other than SRMS that are meant to balance high alpha builds with close range high DPS, like machine guns and flamers, LBX etc which were never implented with the correct numbers and are uncompetitive. This nerfs the hell out of several chassis even if SRMS were fixed as they lack the missile hardpoints to be useful.
Making this worse is the effect of HSR on lighter builds. The game was rebalanced, then the lag shield was removed, and now HSR is active the Raven is just about balanced, but almost all light mechs are pathetic other than maybe JR7 due to its ability to boat mediums lasers. Medium mechs are also severely underperforming now that the lag shield artifacts are gone, and the often discussed issue of the models being oversized is actually apparent. Also the engine caps that were meant to limit lag shields effects now hobble what should be effective builds.
Another issue that is often overlooked is the heat improvements 2x basic pilot skills brought. This meant higher alpha energy builds were more viable with faster cooling and greater heat capacity. Again the numbers were changed, then mechanics were changed, and then numbers stayed the same with no account taken for the mechanics change.
PGI need to much more responsive to balance issues to increase player retention and player spending. If there are only a few chassis worth running, they will make less money as people won't buy mechbays and Hero mechs, but will gravitate towards the limited optimal builds. PGI have lost money from me personally as I have desire to buy and level up a useless chassis.
The current cycle time of two months to fix issues is way too long. The game has lost a great deal of its depth and is losing too many players due to this.
The impression most people have is that PGI can't balance the game and are are losing faith in its future as a tactical shooter with depth.
Another way the poor meta control, affects PGI's revenue stream is I/many others won't invest in a hero mech that could be nerfed into uselessness with a poorly thought out balance/mechanics change and then not fixed for months.
The current March patch does not do enough to address these issues. I believe the changes required could be done in a few hours without affecting other deliverables, as it only only a matter of changing some XML values. The current proposed fixes of tighter LBX cone, increased LRM speed, AC5 range do not address the problems highlighted above and will fix nothing.
The only thing right at the moment is LRM's and SSRMS - these were way over powered for a low skill weapons from the beginning, hence the huge effect ECM had on the game and subsequent rage. The current nerf is very welcome and I think they are in a good place with them making an appearance in games but not dominating the meta.
My prediction for the next patch is a big spike in player numbers which then drops off a cliff as people realise the issues are still there.
TL;DR :
I want to see a game with balance across all mech weight classes, the short/long range game correctly balanced, and DPS and Alpha builds closer.
Short term fixes for the March patch.
Restore original PPC heat values.
Remove engine caps.
Fix DPS weapons numbers ( LBX/ light AC's / Flamers etc ) before making fiddly, programmer intensive changes like critical hit changes and spread.
Fix SRM damage.
Edited by MrDrunkenMaster, 12 May 2013 - 05:00 AM.