Protection, on 21 July 2013 - 05:27 PM, said:
Just one thought I've had in regards to this:
I can't help but notice that I found the combat and battles to be much, much more fun and engaging and challenging back when the game was in closed beta, rather than when it went to open beta and "release."
One of the largest factors, I've come to realize, were the addition of double heatsinks (as well as endo-steel), that dramatically changed the gameplay.
I can't help but think that a "3025 tech" game mode would do wonders to add some variety to the game. Where any mech or equipment that existed only after 3025 isn't allowed to be selected for drop. When you thin about it, removing Gauss rifles, double heatsinks, and all the other lostech, the game is actually much much closer to balanced. Battles take longer, and the TTK is dramatically increased, and high alpha builds are much less appealing because single heatsinks are frighteningly slow. It'd add a lot of variety, give players some reason to build and use mechs with loadouts and equipment that they otherwise ignore, and give players a whole lot more to toy with, without being a demanding addition to the game. Hell, even a few stock mechs might be viable.
I wouldn't say that 3025 tech itself is more balanced, necessarily, but what certainly is true is that with lower heat capacity and dissipation, heat efficient weapons (aka brawling weapons, aka ballistics and properly working SRMs) ARE more important, and perform better in relationship to large lasers and PPCs.
Fundamentally, the game's not going to be balanced while sticking to anything close to TT numbers.
If you want an example of a game that felt very "mechwarrior-y" but had actually balanced weapons, then just look at MWLL. In MWLL, PPCs were almost the lowest DPS weapons in the game, only beating out small lasers, medium lasers, small pulse lasers, and (s)SRM 2s. Yes, it dealt a really large chunk of pinpoint damage at long range, but it was hot enough so that you couldn't fire more than 5 at a time, and had a long enough cooldown so that missing was a big deal, and demanded carefully picking your shots.
Meanwhile, you had ballistic weapons ideally suited for the big "main gun" role, pulse lasers for very tonnage efficient brawling purposes, and SRMs that bridged the gap. It wasn't a perfect game, and MWO already mechanically works much, much better and has better art (Thanks to not being a mod, among other things), but the weapons numbers would be a superb place to start fixing balance, and best of all they require absolutely no code changes to try out.