DeaconW, on 26 June 2013 - 03:30 AM, said:
1. "Awesome" doesn't mean "ideal" to me. It was awesome to me because it irritated a lot of the (now former) poptarters who I felt were ruining the game by exploiting a broken game mechanic. It was karmic justice to me. Unfortunately there was collateral damage for others (light pilots in particular) that i sympathize with.
The poptarting thing really was getting obnoxious, although at the same time, it's kind of one more thing in a long line of broken or unbalanced mechanics that people always exploit. Remember streak A1s in CB?
Let me get to the point though. I think there's some amount of failture to realize the nature of the problem that makes poptarts what they are. I don't think they're broken at all, or at least that isn't the whole story. I think the problem is largely that they seemed unstoppable because nothing was there as a counterbalance. Balance issues aren't just present because a mechanic is overpoweringly effective; it can also be because the opposing mechanics are too weak or even nonexistant, and I would argue that this is what has happened here, combined with things like the PPC heat reduction that make poptarts much less niche platforms than they're supposed to be.
Let's go back a bit to when this problem was created:
There was a time when poptarts really weren't that hard to deal with. They weren't that hard to deal with because poptarts are
not, by nature, some kind of uber-effective omnipotent battlemech. Their weapons do modest damage and often can only be fired slowly because of heat and/or ammo. Truth be told, they're actually quite easy to kill: you just have to take a
good short range loadout and close the distance. Let me rephrase that; they're
supposed to be quite easy to kill. Most poptarts aren't fast, can't really get away, and are useless when they have to try because they're being chased from their sniping position. They're also supposed to be next to useless in a short range fight. The problem is that there is no good short range loadout anymore, and the long-range weapons are too powerful, so they become great in their sniping niche, and competent in roles they aren't even supposed to be able to compete in.
Let's look at what happened in more detail. First, PPCs happened. PPCs used to be heat monsters; they're supposed to be. PPCs are the kind of weapon where you either land your shot, or you're screwed, because you don't get too many of them. They were also never good short range weapons in Mechwarrior (other than in NHUA). Because HSR wasn't yet implemented, that was difficult, so PPCs were made into, well, not PPCs. The heat was axed so they were made into some kind of godly no-ammo gauss rifle. This creates a problem. PPCs are
the poptart weapon; they're absolutely perfectly designed for it. But PPCs and poptarts are supposed to be both made niche items by that enormous heat, items that can't be used in shorter-range combat. Axe the heat, and suddenly PPC users become some kind of no-drawback all-range ubergun, and it's not supposed to work like that.
So the first problem is the omnipotent PPCs.
Then this problem was compounded by general weapon velocity changes. PPCs, ACs, everything that wasn't a laser or a missile basically, went from being actual ballistic weapons to little more than ammo-using laser beams (except PPCs, which don't even have
that limitation). That further slanted balance towards snipers.
Even when we had all that going on that, though, PPCs were made into
okay short-range weapons, not
good short-range weapons, and sniping wasn't the end all be all of combat. SRMs still ruled the day in close. In fact, back when poptarting really began to take off, I used to laugh at the pure poptarts, because they weren't that good in general combat. Me? I ran a hybrid; I took a CPLT-C1, slapped on two ER-PPCs with JJs, but complimented them with a decent engine and two Artemis SRM6 packs. Whereas other poptarts were really bad once you got in close, and good SRMs meant the game had plenty of fast brawlers, I could fight where the niche poptarts couldn't. Yes, I could have run a pure poptart, a 3 PPC or 2PPC/1Gauss phract, but I didn't, because poptarting was still a niche ability, and I had a mech that was half poptart, half poptart killer, and was great in a general brawl (soften the armor with SRMs, pinpoint 20 damage with the PPCs whereever it opened up first; it was great). This design even saw combat in the Marik Civil War in our unit, to great effect, and was popular in general for awhile.
You also still saw a lot of other general brawlers, including many fast brawlers. You saw a lot of 4SPs with that nasty SRM/ML combo attached to a big engine, you saw a lot of K20s, you saw a lot of splatcats, UAC Ilyas, etc. They were good because in 8 mans, brawlers who could push the fight could still roflstomp the niche snipers, despite the OP PPCs making them better than they should have been in a brawl, and because in general drops, there was a healthy mix of snipers and brawlers, and all it took to get rid of a poptart was one fast brawler getting sick of him.
...and everything was great, until the devs threw SRMs out of the nerf tree, and they hit every branch on the way down.
Yes, the situation with missiles was ridiculous, but LRMs were by far the biggest problem. SSRMs were absurd because of their combination of tracking and splash damage which basically meant you hit the CT with every single shot, and LRMS basically became a nuclear MLRS, while SRMs were by far the least egregious of the bunch (they were a tad unbalanced). You would have though the strength of the balancing mechanics would have gone LRM>SSRM>SRM, but instead everything
other than LRMs became fubar. LRMs got balanced about right, SSRMs are still OP, but that's just a bandaid to fix the OP ECM mechanic until the more permanent fix comes in (BAP), and SRMs... SRMs went from being like 25% overpowered to like 100% underpowered.
The result was that fast brawlers disappeared effectively overnight, with the remaining brawlers being limited to assaults and the occasional new release mech that people want to play with for awhile. Because fast brawlers effectively no longer exist, and slow brawlers are just easy picking for poptarts, people nearly stopped bringing brawlers altogether, and fire support mechs (especially poptarts) just completely took over.
In short, the fundemental game balance is now fubar. You know the PPC/SRM C1? I don't use it anymore, because SRMs are
so underpowered, and PPCs so overpowered, the design is self-defeating, because its PPCs are now better knife-fight brawling weapons than its SRMs. That's how fubar game balance is right now.
Poptarts were an outwardly visible issue with the game, but the poptart issue was a
symptom of the core problems here, not the problem itself.
That's why I'm opposed to how PGI fixed this, not because of complaints about physical illness that have bizarrely taken front and center, but because fixing the problem with screenshake is a fundementally flawed concept, because it's
fixing the symptom, throwing a bandaid on it, and ignoring the larger, more fundemental game balance problems.
I don't want them to tweak this bandaid fix; I want them to take the bandaid off and FIX THE PROBLEMS of which poptarts are symptom. Because they're fixing the symptom, rather than the problem, here's what we have: We have poptarts who's actualy capability is largely unaffected, because the balancing mechanic is childlishly easy to practice past. We have collateral damage with lights. We still have overpowered sniping weapons, and underpowered brawling weapons. High alpha snipers and fire support mechs, JJs or no,
still rule the battlefield, while brawlers continue to largely sit around and collect dust in uselessness.
I'd rather we took an approach to fundementally repair these issues.
What we should instead do:
-increase PPC heat to make them the niche weapons they were intended to be, and make snipers niche mechs again, rather than omnipotent all-range fighters
-reduce all direct fire weapon velocities (sans lasers, of course)
-reinstate
useful SRMs, and drop the weight of LBXs, to get brawlers back into the fight
-if you want to change JJs, link accelaration to mass; make the little guys fly around agilely, and the big guys lumber. It's more realistic than some silly screenshake mechanic, and targets the mechs you want with far less fallout. Remember, poptarts only came in in the first place after JJ accelaration was massively increased. Big mechs would suddenly fly like mechs used to
before poptarting.
Rather than doing a half assed job of fixing just one problem, while creating ten more, like screenshake, this would fix
all of the most pressing balance problems, or at least most of them, and fundementally fix them, rather than taking broken mechanics, throwing some duck tape on them, and hoping they work despite being broken. Why would that not be a preferable fix? I want to get rid of the game's balance problems, not compound them with more balance problems.
Edited by Catamount, 26 June 2013 - 09:34 AM.