Belorion, on 08 August 2013 - 04:21 PM, said:
I remember lots of things...
I remember:
Flamers reigned supreme, they got nerfed.
MLs reigned supreme, don't remember why that changed.
SSRMS reigned supreme, they got nerfed.
LRMs reigned supreme, they got nerfed.
SRMs reigned supreme, they got nerfed.
LRMs reigned supreme, they got nerfed.
Gauss reigned supreme, they got nerfed.
LRMs reigned supreme, they got nerfed.
PPCs reigned supreme...
etc etc.
All the while I played with different builds and did the best I could in the meta. I did fine during pop-tarts, never used a pop-tart, I did fine durring sniperfest. Never ran a sniper. I did fine during LRMpocolypse... did run LRMs. In fact I have often taken the opposite weapons from the current FOTM meta since more often than not its only a slight edge, and actually bringing something different than everyone else can give you an edge since you are not playing by their rules.
Brawling is and always will be effective if you pilot the right way. For snipers and lrms to be effective they need a little uhmph in their punch. If not brawlers can just waltz up to them and kick butt.
Often people cry for changes before the meta even has time to adjust naturally.
You're being (brutally!) intellectually dishonest yet again. Flamers
never "reigned supreme" and while they were abused by goons for a very short period with Hunchback 4Ps containing nothing else, flamers have been woefully underpowered which is why they now and then get a very minor buff thrown their way.
Medium lasers never "reigned supreme" although throughout Battletech and MechWarrior, they have historically served as a bargain/baseline weapon along with the Small Laser in terms of efficiency at the cost of range/damage.
SSRMs had a bug that made them nail you in the center torso always, which was pretty great when fighting warpy light mechs. I'll give you that. Streak Cats were a viable mech with
tradeoffs (short range, cannot begin firing after turning the corner without achieving a lock first, lock could get confused by mechs darting between you and the target, cannot actually "aim" them so a chest-high wall guarantees zero damage and you
cannot score headshots, you must face your target constantly while having a big canopy inviting headshots yourself, relatively low armor, all your weapons were in the weak "ears" that stand out). They were competitive in light fights, and it was handy for a heavier mech to bring a pair. This isn't a bad thing, and having them NOT beeline the CT always was a positive change. Right now SSRMs are pathetic.
LRMs were glitched, because PGI is bad at development and QA, not because of an intentional decision that Paul woke up and determined that every LRM fired ought to hit the HD of a mech. That was not a balance call or design intention, that was an honest mistake.
SRMs were pretty effective, but generally again when fit on a Catapult. They were really good on a Centurion or Atlas fit for brawling, but still had downsides-- SRMs, older players will remember, followed a very interesting weaving flight pattern. This meant you had to carefully aim your shots in order to hit a target with all your shots, as they alternated between a small cluster and a wide spray; converged at about 50m, and 150m, give or take. There was a good deal of skill involved in using these short-range weapons, predicting your position vs enemy position vs. converge point at time of fire.
Artemis was glitched for LRMs, causing it to grant bonuses even without line of sight, and too-tight clumpings due to poor QA and bad development. Not an intentional design decision. This was very quickly corrected, because it was a bug.
LRMs have generally become overpowered only when something with their flight pattern or splash damage (as is the case with SRMs interacting with hitboxes due to poorly developed and poorly tested new mechs -- not due to intentional design decisions impacting splash damage) glitches out as a result of another code change. Not because of intentional gameplay decisions, and these glitches are usually fixed pretty fast!
Gauss Catapults were honestly not that big a deal, except for the extreme size of some of the head hitboxes. I personally did pretty well using large lasers to nail head hitboxes at the same time, and only particular mechs could really be a problem against particular other mechs with large heads. You could still collide with mechs, and it was grand fun using a fast/heavy mech to shove over a Catapult in between his volleys. Lighter mechs were still fast back then, and their weapons still were viable enough to mess with gausscats.
Please try to argue honestly. When PGI screws up and makes LRMs instagib mechs and then fixes it up immediately, you can't really compare that with the months-long high-alpha long-range metagame we've been forced to suffer through.
Belorion, on 08 August 2013 - 04:40 PM, said:
The 2PPC+Gauss fotm has only been in place for a little over a week. I am already starting to see it fade. Before that, yes PPCs were dominant for a bit. Since then they came out with two patches that address it, the last one being on the 30th of July... 9 days ago.
So yes, it needs a little time to adjust.
You really are a straight up liar, because it's been in place since like February. It's now August. It's not exaggeration to say "this stupid **** has been going on for six months." A week? You're a liar.