Captain Stiffy, on 27 November 2013 - 02:20 PM, said:
Mechwarrior is NOT played on an open field containing only mechs. They also have rules for stability and collision damage, among other things.
I can understand the desire to want to sell mech's but it simply is not going to be possible to balance everything in this environment.
In no particular order;
Elementals, tanks, artillery, planes, mines, entrenched infantry, falling damage, collision damage, piloting skill, gunnery skill...
This could go on and on and on. So long as this game is focused only on selling mechs and not adding in the rest of Mechwarrior it will not in any way be balanced. Certain base concepts present in the weapon designs such as MG's being anti-infantry (and there's a reason why almost every mech has them that can mount them) or faster mechs not being able to just run in silly circles over uneven city terrain are totally being ignored.
Maybe they should have called it "Battletech Online" because it's not "Mechwarrior" in the slightest. Mechwarrior implies the expanded game, Battletech implies the tabletop mini's game and (though they can be played together) this game is NOT "Mechwarrior" it is "Battletech" and they need to adjust or get their priorities right. (TLDR)
And sadly it doesn't even qualify for CityTech.
I think you missed the big one.
The PvP game was Battletech.
Mechwarrior was a role playing game where it was player Vs GM (PvE in the computer world, perhaps even MMORPG).
The ONLY reason this game is named "Mechwarrior" is to capitalize on the Microsoft franshise (and perhaps to do with how the rights were sold). The sooner people understand this and stop holding it up as some sort of holy grail why things don'ty work or why the game should be "like this instead of like that" the better.
I think the main problem here is that MWO simply isn't anything else but itself. It keeps claiming to be "canon" in so many respects but breaks from cannon in other places.
THAT is why MWO is broken.
One of the purest examples;
An AC/5? It's
supposed to have a lower DPS than a Large Laser but a range and heat advantage. What's it got in MWO? better DPS, lower heat, superior range, pinpoint damage.
The AC 5 is supposed to LOSE to a large laser IF you let the large laser close on you. You are not supposed to get a long ranged role by taking an AC5 while still remaining "better" at close range. It is
supposed to be a tactical tradeoff. ACs were the bridge between LRMs and laser weapons. Less DPS at short ranges but still some, trading off indirect fire for direct fire to get to that situation.
Canon? Not. Even. Close.
It is this misguided mix of canon and non-canon that is causing so many problems in MWO. Not that it's "not Mechwarrior".
Supposedly the areas where they refuse to divert from canon is partly so people can come and build their favourite mechs from battletech/mechwarrior. Well, you can't, because your Large Laser build that was made to combat AC builds can't win at short range anymore. You're at a disadvantage at every range. To think that favourite builds would work here requires a WHOLE different balance than what we have.
Multiple MGs were anti infantry mechs,
not killers. They were capable of 1 crit per round just like any other weapon, not a bazillion of them (I picked this oexample because I personally believe this is an example of non-canon which works just fine in MWO).
You can point out literally
hundreds of non-cannon examples. Some which work, some which don't.
I think it's time the devs all get around a table and start to discuss all things canon and whether their decision to stick to canon on those things was really such a good idea. I personally think a lot of things would be a little easier for them if they relaxed a bit on those areas.