Butane9000, on 22 December 2013 - 07:52 AM, said:
I feel there's any easy fix. Someone else suggested it on the forums ages ago when we first were discussing TDM. Is have the out of bounds area shrink inwards towards the center of the maps as players die. Leaving a smaller arena at the end of the match. This reduces the various lights ability to run away and grief.
The other option is with PGI's boasted tracking systems to implement kind of a shut down mechanic of the mech or ecm in question if they try and flee and force heavy mechs to find them.
Sorry, but I disagree. Look, I hate lights (not personally; "relax" to any friends who drive them!) I mean on the battlefield. I hate them because they are "time tanks." It takes more time and effort to kill a well-driven light than any other class of mech in the game. You spend a whole match bringing down 3 lights, and you will wind up with no assists, no damage, and therefore less points, less xp, less C-Bills, even though you arguably put in more work than someone who teed-off on a herpy-derp fatlas and milked 300 points of damage out of it, then went on to take some pot-shots at other enemies. It's frustrating.
All that said, we make choices in the mechlab and in the pilotlab before we drop onto the battlefield. You chose to run a slow heavy/assault. That choice has consequences that should not be compensated for by the game. When you chose to run slow, you close off a lot of the map that you will never get to. You make yourself vulnerable to fast moving lights in the end game when it's harder to group-fire. You chose to pack in more weapons so you make yourself vulnerable on "hot maps" and to heat-management issues in general.
Heavies/assaults are dangerous because of their firepower. Everyone's OK with that. Lights are dangerous because of their speed and manuverability (as well as the ECM capability of many varients). That is most apparent in the endgame (it's the same in assault as well as skirmish; I don't know why many skirmish-fans thought that would somehow magically change). It sucks, but those are the choices everyone made.
Asking the game to make your choices foolproof for you is lame.
Edited by Tycho von Gagern, 06 January 2014 - 10:37 PM.