Braggart, on 12 July 2013 - 06:33 PM, said:
ive been a medium mech pilot since netmech days. This game has made mediums the worst ever a mechwarrior game.
Only since netmech? (I ran a combat school in that btw and I miss death from above...) I played the original online mechwarrior game on Genie (which itself was a rebuild of the 2.5D game in the DOS era).
Changing my comments now to be more on topic...
I've read that they want to completely change the queue system to let people enter a pre-game 'room' and select mechs from within that interface. I think simply having matching tonnage in that would go a long long ways to 'fixing' balance issues between teams. If one side wants to run 1200 tons (12 x 100 tonners) worth of mechs then so can the other team. However if they agree on something more sane then the team can discuss who is taking what and work out a good matching.... Or even challenge themselves by taking less tonnage then the other team (in the old school days we would brag about games where we were half the tonnage of the opposing team and still won).
I rather hate the 'new school' concepts of 'OP' and 'meta' and how it squeezes the life right out of challenge and diversity... PGI isn't helping much either. A core lrm feature that is sorely lacking is artillery use. You could set your lrms to hit a specific area (such as a single hex) to cover it in lrms without needing 'locks'. So a spotter could call out 'mechs in D6, behind hills' and mechs with lrms (and in some cases the right targeting software) could pound on that spot with wide spreads to cover the whole area each volley. It didn't do concentrated damage, but who wants to be rained on by missiles even if your only taking 1, 2, or 3 hits per volley? That would break up the 'sniper ball' 'meta'. Artemis in old school actually breaks this ability, so only non-arty builds can do it. I believe a lrm 10 was also the minimum you could use for this as well.
Of course in the old days you wanted a mix of weapon types and ranges as well. The idea was that weapons had 'optimal' ranges. PPC's, Large Lasers, Gauss, and of course LRMS couldn't hit anything up close in small laser/MG ranges. So if you wanted to have fire power at all ranges you needed weapons with overlapping fields of fire. The classic designs like the marauder and warhammer exemplify this with builds making use of PPCs, AC5's, medium lasers, and srms. Also like all the phoenix mechs (minus the locust which was always a close in strike and run fighter) which have mixed weapons and overlapping fields of fire between weapons. Adding back minimum ranges would go a long way to increasing the importance of light mechs and lowering the current 'meta' of multiple same type weapons....
Anyways... my 2 cents.