Almond Brown, on 10 December 2013 - 09:00 AM, said:
Not at all. He stated apparently the DEV want it this way (Go big or Go home) which is pure speculation on his part, at best, but then stated that ALL mechs should be viable. Well the current state of the Mechs based on what we have is that they all are (depending on personal flavor).
Any Mech can be fielded and if played as it was meant to be, and built accordingly, will do OK. How in Hades can any Dev assure that everyone of 100+ chassis are good to go when the players will Cherry pick no matter what the stats show. Not all Mechs Jump, not all have ECM, not all are 90-100 ton monsters.
But if a TEAM were to build for a Mission (in the near future hopefully) without all weight classes available, despite that some are not "Meta" ready currently, not having them available would be a damn shame imo.
As to the Lance config. We, a four man in a PUG, killed a Steiner Scout Lance that had 2 DDC after they snuck up on us. Not bragging, just saying, if a Teams composition and competence is right, even a 400t threat can be dealt with and by no means guarantees the other Team a win.
But I expect that the response would be that was a BAD Steiner Scout Lance right? Your Steiner Scout Lances always win every time? So be it. I am glad to report that we only ever fight BAD Steiner Scout Lances. Maybe some day your Steiner Scout Lance will show up and do it right.
P.S. It is a Team game and the current PUG scene is no indicative of what can be accomplished across the whole weight spectrum of Mechs in MWO. Without some personal flavor available, I am not playing my MWO, I would be playing someone else vision. Sorry, I prefer my vision, despite its obvious flaws.
The problem with your argument is that personal anecdotes =/= evidence.
You also present the premise "Any Mech can be fielded and if played as it was meant to be, and built accordingly, will do OK." This may be true for
some mechs, but it is certainly not true for
all mechs. Consider the Locusts, several Hunchback variants, the Trebuchets, the Awesomes. Almost none of these mechs see play, which implies that they don't "do OK". Granted, you could define "OK" as something like "they did at least 1 point of damage", but that would be absurd.
I agree that balancing 100+ variants is a difficult task, but there are baby steps that can be taken toward putting everyone on a more even playing field. Of course players will cherry pick the chassis that currently plays best in the current meta, but if we can get the number of "useable" chassis to a higher number that's good. I agree that not all mechs can carry the same equipment. This is why (for example) the Cataphracts that don't carry jump jets should have something that makes them special compared to the Cataphract that does have jump jets. For instance, we could decrease the turn rate on the CTF-3D so that it only turns as fast as the other Cataphracts when it is using its jump jets (but this only happens if jump jets are equipped).
I agree that personal flavour is a huge selling point for MW:O. I love playing the mechs I want to and tinkering around with them in the mechlab to squeeze in that little bit of extra performance from a build. However, in the current system a lot of this personal flavour is lost. For instance - if I wanted to seriously play a "competitive" 12-man, you can believe that I wouldn't be bringing my special snowflake PPC + 3ML + 2 ALRM15 Thunderbolt to the party.
Balancing more variants, be it based on mobility, agility, firepower, armor or anything else you can think of, only serves to add more diversity to the game because it means that there are more "good" options available to players (instead of picking between HGN-733C or "mech that will be killed by a HGN-733C").
I'm not suggesting that we make Heavy / Assault mechs unusable / useless, I'm simply suggesting that we tip the balance so that Heavy / Assault mechs tend to dominate at long range, while Light / Medium mechs have an advantage at short range. Remember that when I say "advantage" I mean "higher chances of success" and not "lol free
Atlas kill".
Consider this: when was the last time you built an Assault mech that carried 20%+ of it's torso armor on the back? Mine typically carry 16-18 points of rear armor (roughly 15% of their torso armor) because the only time something can shoot at my back is when I'm intentionally running away from it. Likewise, I've heard that many top-tier players carry only a few points (1-10) on their backs because
nothing can ever get behind them.