TOGSolid, on 24 June 2013 - 12:15 PM, said:
I think this is part of what makes all of this so infuriating. PGI had two prior multiplayer Mechwarrior games that had very similar problems to go off of. From day one of starting production on this game they should have been asking themselves "how do we avoid repeating this clustefuck a third time?"
But no, instead they went in as if they had never played a Mechwarrior game before in their lives and look at where we're at. It's damn near MW4 all over again only without poptarting.
I think you are being unfair to PGI.
PGI most definitely DID make moves to address prior mechwarrior issues. The Laser DOT effect is a direct result of this, and in many ways, achieved exactly what they set out to do.
In MW4, lasers were instant hit weapons that did all their damage at once. Given the terribad netcode of the day, this made lasers infinitely better than traveltime weapons. Thus, they constituted around 85% of the weapons used in league play.
PGI realized this, and implemented the burn time effect on lasers, and this was a great solution that I think PGI doesn't get enough credit for. This was very effective in achieving exactly the kind of damage spread that helps balance things out.
Although this in itself was only a partial solution that missed some other key aspects of balance stemming from convergence. For instance, while it spreads out damage and prevents dumping everything onto a single panel easilly, it doesn't really help with the fact that a ton of medium lasers ends up being better than a single large laser in many cases.
It's similar to how MW4 balance was conceived.... FASA noted the biggest issue with MW3, which was that you made gun-bags full of light energy weapons, and created super lasers from them. To try and fix that, they nerfed the crap out of the light energy weapons... but, as is to be expected, all this did was force everyone to boat LARGE lasers, instead of medium lasers.
What's funny is that this aspect of balancing was actually repeated in MWO already, where they nerfed medium and small lasers somewhat, and buffed the large lasers to try and deal with this, when in reality that reason that the smaller energy weapons were so great compared to the heavy ones was that with perfect convergence, duct-taping a bunch of light energy weapons together effectively gives you a heavy energy weapon, but one which is much easier to field.
Then, once HSR was implemented, we saw many mechs switch over to the heavy hitting PPC... which may lead some folks to say, "Well, why is that? You just said that convergence benefitted smaller weapons!" And that is totally true, but the reason why PPC's became dominant is because they do damage in a single burst. There is no burn time, which makes them easier to dump damage on a single panel. Thus, in many cases, they are superior to lasers when it comes to killing mechs.
All of this boils down to a single unwavering rule of mechwarrior, which I will sum up here:
Mechwarrior is about who can do enough damage to a single kill location to destroy it, as fast as possible.
This is all that matters in mechwarrior. If, at any time, you think that this is not the case... that DPS means something, that some complex strategy is at the core of building mechs, etc.... you are wrong.
Mechwarrior has always been about, and always will be about, being able to punch through a mech and destroy its engine or cockpit. That is all. Doing this as fast as possible is how you win.
And that means high alpha strikes will rule the field, as long as that entire alpha strike hits a single location. That configuration will give your target the minimal chance to thwart your attempts to kill his mech. It will mean that you need to score the minimum number of hits to kill him (you only need to land ONE hit to kill a mech if you are doing more than 36 damage).
Until folks recognize this singular rule to mechwarrior, and why it is true, then folks aren't gonna really understand the underlying balance issues. They will continue to dance around the issue and try to patch on little temporary fixes that fail to address the real problem.