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Do You Think Dropship Mode Will 'fix' The Current State Of The Meta?


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#1 Zaptruder

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Posted 18 June 2013 - 08:35 PM

The much hinted at dropship mode will work along the lines of having 4 mechs/200 tons for each player to drop with, whichever is less.

As a result, you can take 4 50 ton mechs, 2 100 ton mechs, or 2 70 ton and 1 60 ton mechs or some combination thereof.

If the rest of the game is kept relatively the same - massive pin point convergence and all, with minor tweaks here and there...

Do you think this change alone will be enough to help rebalance the meta?

Because right now, only 60+ ton mechs can realistically carry the 1Gauss+2PPC and up builds that have rightfully been regarded as the most effective in the game.

But it might be a legitimately tough choice to give up a mech or two to boat those weapons.

So if players start moving to light/medium/heavy mechs in order to increase the number of 'lives' they have, you're going to see signifcantly more brawling action and even role warfare.

With more brawling light/medium mechs around, brawling assault builds become viable once again; because the majority of games aren't spent sniping at distances where short range brawling weapons are ineffectual.

Moreover, with more lives per player, and the same 15 minute time limit - objectives become more important, and players are able to be much more aggressive - if mechs have a 5 minute lifespan on average, then in order to take full advantage of your 4 mech, 200 ton drop limit, you'll want to push hard on your first couple to make sure you 'get the most value' out of them.

And do you think this might be a large part of why PGI hasn't taken action to fix convergence problems that have been dominating the meta?

Or do you think having fewer but more powerful mechs (that boat massive pin point damage weapons) will still be the most effective course of action?

When Clan mechs get here... what should their drop/mech limit be? 3/150tons?

#2 DocBach

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Posted 18 June 2013 - 08:42 PM

they need to either increase the counter much longer, or add new game modes.

King of the Hill with a really long capture bar to prevent zerg cap from the get that can be recaptured tug a war style by the other team a la conquest mode so it can swing in either direction would be cool.

However, pinpoint damage builds will still rule supreme - the way that damage works in this game makes weapons that inflict damage instantly and consistently to one location supreme over DPS builds.

Edited by DocBach, 18 June 2013 - 08:43 PM.


#3 Fate 6

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Posted 18 June 2013 - 08:49 PM

If I can really drop in 4x50ton as the max tonnage, I am in heaven. Here comes my army of BJs, Hunches, and Cents.

View PostDocBach, on 18 June 2013 - 08:42 PM, said:

However, pinpoint damage builds will still rule supreme - the way that damage works in this game makes weapons that inflict damage instantly and consistently to one location supreme over DPS builds.

Part of the problem is the ammo for ACs. It's 150 damage/ton, so it's hardly worth taking a lighter weapon when it means it takes twice as long to get your damage out.

#4 Keifomofutu

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Posted 18 June 2013 - 08:53 PM

A flat 200 ton limit would massively buff lights. Why bring 50 ton mediums when 35 ton jenners brawl almost as good for much less tonnage cost. Lights and heavies for all will be the new meta. I just about guarantee that 2 65 ton + 2 35 ton will be the "ideal" loadout.

Edited by Keifomofutu, 18 June 2013 - 08:54 PM.


#5 AntiCitizenJuan

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Posted 18 June 2013 - 08:54 PM

I'm much more into single life games. Encourages people to play smarter.

And if I had to guess, I would assume thats how it work work in a competitive setting.

#6 Gaan Cathal

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Posted 18 June 2013 - 08:54 PM

View PostZaptruder, on 18 June 2013 - 08:35 PM, said:

As a result, you can take 4 50 ton mechs, 2 100 ton mechs, or 2 70 ton and 1 60 ton mechs or some combination thereof.


The reign of the 35 tonners approaches...

#7 Corvus Antaka

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Posted 18 June 2013 - 09:35 PM

sounds like a good idea to me. id be most worried about a guy dropping 6 lights :P but if 4 mechs is the cap that could work..but again, where does that leave lights? still 4 lights should be enough. certainly like the idea of either 2 atlas or 4 50 tonners, sounds very exciting.

#8 Ralgas

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Posted 18 June 2013 - 10:15 PM

View PostColonel Pada Vinson, on 18 June 2013 - 09:35 PM, said:

sounds like a good idea to me. id be most worried about a guy dropping 6 lights :P but if 4 mechs is the cap that could work..but again, where does that leave lights? still 4 lights should be enough. certainly like the idea of either 2 atlas or 4 50 tonners, sounds very exciting.



Can see it now twin jaggrbomb/ light combo's everywhere ( wheres that atlas meme gone?)

#9 Zaptruder

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Posted 18 June 2013 - 10:26 PM

View PostColonel Pada Vinson, on 18 June 2013 - 09:35 PM, said:

sounds like a good idea to me. id be most worried about a guy dropping 6 lights :P but if 4 mechs is the cap that could work..but again, where does that leave lights? still 4 lights should be enough. certainly like the idea of either 2 atlas or 4 50 tonners, sounds very exciting.


As a complement to a couple heavies or an assault?

#10 SpiralRazor

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Posted 18 June 2013 - 10:36 PM

The best thing to do would be to implement a King of the Hill cap game...center of map cap area.

Initially, the cap points required to cap that area would be very high, and as the game time ticks on, the cap points required to cap would decrease ala Tower armor in League of Legends.

When you have a friendly and no enemies you accrue cap points, if you run out and have no friendly in there, the cap points drain to slowly drain to neutral to prevent corner camps.

The current cap implementation is bad..

View PostAntiCitizenJuan, on 18 June 2013 - 08:54 PM, said:

I'm much more into single life games. Encourages people to play smarter.

And if I had to guess, I would assume thats how it work work in a competitive setting.


It doesnt actually..it encourages 4 man teams to decimate people one by one, and chances are the people getting D'ed are solo and even greater chances are that they have zero coordination with the rest of there team.

Edited by SpiralRazor, 18 June 2013 - 10:37 PM.


#11 Gaan Cathal

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Posted 18 June 2013 - 10:37 PM

View PostZaptruder, on 18 June 2013 - 10:26 PM, said:

As a complement to a couple heavies or an assault?


This. Two heavies + two lights will be categorically superior to four mediums assuming sum tonnage.

#12 Zaptruder

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Posted 18 June 2013 - 10:44 PM

View PostGaan Cathal, on 18 June 2013 - 10:37 PM, said:


This. Two heavies + two lights will be categorically superior to four mediums assuming sum tonnage.


Well, that's more because mediums are kinda in a bad place. So, while this system would definetly make mediums more viable than they are now, they'd still be relatively underpowered next to the top tier heavies and lights.

#13 FunkyFritter

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Posted 18 June 2013 - 11:09 PM

Dropship mode sounds like fun, but it won't fix anything. Certain combinations and loadouts will still reign supreme, and they won't involve many mediums.





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