Void Angel, on 19 December 2013 - 05:59 PM, said:
Your opening salvo is to imply that I must lack experience since I disagree with you. When, after this amazing bit of arrogance, you do deign to begin addressing the issue, you don't deal with any of my points effectively. Instead, you talk in platitudes and generalities which ignore contrary facts - you're like a neo-Keynesian for MWO. Allow me to correct some of your misconceptions:
This should be good.
Void Angel, on 19 December 2013 - 05:59 PM, said:
- If dodging smoke is "too late" (it isn't, except for large 'mechs,) you're saying that IDF consumables cannot be dodged. The best you can do is try to mitigate the effects of the strike when it inevitably hits you. This is like arguing that ECM was balanced before PPCS/TAG/BAP counterplay because "if you can't lock on, you're already too close to the ECM 'mech."
It's too late if that's ALL you are doing. To accelerate from a full stop once you see smoke = you're going to get hit. You need to be aware of your environment to avoid sitting around in smoke in the first place.
Void Angel, on 19 December 2013 - 05:59 PM, said:
- On the same point, you're making the unsupportable assumption that people who watch for smoke (and are therefore aware of IDF consumables) are otherwise running around in a drooling mass, looking surprised when their juicy cluster of idiots gets artillery dropped on it. This isn't something you can convincingly claim - it's a faulty assumption that undermines your conclusion even further.
The bolded part describes just about 99.9% of pug games, honestly.
That said even in serious games people get clustered, and staying alert to it is the first step to avoiding getting hit.
Void Angel, on 19 December 2013 - 05:59 PM, said:
- Situational awareness isn't a magic wand - you cannot say "just be aware of all the places they can hit you," because the answer is, they can hit you almost anywhere. The only places that are safe from IDF are those with overhead cover.
They have to have LOS to you. This is key. If you are in an area without LOS, the only way you can be hit is from above or below, and that is why situational awareness matters.
If you avoid LOS to the enemy, no problem. If you're charging the enemy... no problem too, because you're moving and can evade. if you're standing around in a hittable area, you get what you get.
Void Angel, on 19 December 2013 - 05:59 PM, said:
- Tactical dispersion is only advantageous in certain circumstances. Tactical concerns such as constricting terrain and the need to close in order to employ most brawling weapons make dispersion unfeasible at critical points. You cannot "avoid" these places unless you're willing to camp on your base and wait out the enemy every single match. All of the maps are designed with cover, concealment, and restrictive terrain in order to make matches more interesting than standing in a huge arena shooting at each other. If you want to actually take the objectives in Assault/Conquest, you're going to have to deal with those bits of terrain - it's not feasible to just wave your hands and say, "avoid them."
You can access and shoot at all areas of the maps from safe spots, and the few exceptions SHOULD be avoided. You don't need to go into bad terrain, to fire on bad terrain. It doesn't limit your ability to navigate, it just changes it - you steer for the low ground hills, not the rocky cliffs, because the rocky cliffs can have strikes called on them. The rolling hills can't.
Void Angel, on 19 December 2013 - 05:59 PM, said:
The fact that Artillery strikes deal a huge amount of damage if employed properly makes their unlimited range, mere ten second team cooldown, and ability to drop rounds on targets they cannot see extremely effective. These modules are becoming required for any competitive play, and while, again, I don't feel they're game-breaking, I do understand people's frustration with them, and I agree that they need to be adjusted down a bit.
Again it's a case of "If it's so great, why aren't you using it?" The same mentality that makes people think LRMs are overpowered, because they have no idea how to deal with them.
I blame PGi for not giving all these newbies that have no proper MP mechwarrior experience a proper tutorial.
Void Angel, on 19 December 2013 - 05:31 PM, said:
That being said, they are not gamebreakingly strong - yes, competitive teams will use at least one in all or nearly all of their 'mechs, but the battles are still generally won and lost by maneuver and weapons fire.
"Anything that is good should be nerfed."