Void Angel, on 26 March 2014 - 09:58 PM, said:
Well, we're not talking about "firepower consistency;" we're talking about whether to build a mech with significant investment in different roles. You can, and should, take weapons which are somewhat multipurpose (autocannons often fit this bill, which is part of why they're a bit overpowered,) or even "splash" some low-tonnage weapons (i.e. Medium Lasers) to fill in critical weaknesses - but if you try to be effective as both an LRM attacker and a brawler, you will fail at both roles. A real brawler will hug cover and work you over up close, while a real LRM boat will stomp you flat and laugh at your return salvos.
Right, see, now you've hit a bit of a crux point. Y'see, the thing is, if you try to focus
like an LRM boat on heavy LRM barrages and then focus
like a brawler on close combat- yes, you will fail, because
using weapons with range overlap or a mixed loadout in the same style as a focused loadout is like trying to use LRMs like AC/5s or SRMs like lasers. This is nothing new, and not what I was saying people should try to do.
As demonstrated by my
MWO:Mechlab - CTF-1X Thresher (the most effective Cataphract I've assembled),
MWO:Mechlab - CN9-A Growler (the most effective Centurion I've assembled),
MWO:Mechlab - ON1-VA Quarterback (not the most effective Orion I've assembled, but not far behind it),
MWO:Mechlab - TDR-5S From The Blue, and
MWO:Mechlab - TDR-5SS Thundershock (most effective Tbolt I've assembled),
it is possible to make an effective and fun to play 'mech that is not focused on a single range band at the expense of all else. Of those five 'mechs, only the Quarterback could be considered a 'boat', with it's quad LRM-5s, and even that just barely, as the autocannon and lasers outweigh them. Trying to use any of these 'mechs as though it is focused on only a single range band is not only ineffective, but silly- the Thresher is more dangerous in close range, but ignoring long range shots loses you valuable hole-punching, the Growler is most dangerous to lights, but can still gnaw an arm or leg off of something heavy given half a chance, ignoring the Quarterback's close-range armament voids the entire reason it has an XL engine, skipping the From The Blue's autocannon and SRMs would be ridiculous, and not using the LRMs on the Thundershock means avoiding a valuable source of missile alerts that can keep heads down and keep the pilot out of trouble for the opening stages of a battle (as well as allow for indirect fire and eating AMS ammo so that actual missile boats can get more damage through).
Void Angel, on 26 March 2014 - 09:58 PM, said:
Min-maxxing has been a staple of gaming since ever - and for good reason. If you generalize your build, you generally cannot use all of your capabilities effectively; this is true in games ranging from D&D 1st Ed to Hearthstone - MWO is no exception.
I'm going to have to cry 'incorrect' here- If you generalize your build, you generally cannot use all of your capabilities effectively
at the same time. The overall strengths of a generalist, in
any game (Magic, all editions of D&D, any form of Battletech or Mechwarrior, Hearthstone) are things like
not being made irrelevant by a single counter-tactic, or
not being useless in any situation outside the one you're built for, or
having multiple options so you aren't just doing the exact same thing over and over again forever.
Void Angel, on 26 March 2014 - 09:58 PM, said:
You can, however, focus on one role and try to play to your strengths.
True, but the 'focus on one role' part is not always the best option.
Void Angel, on 26 March 2014 - 09:58 PM, said:
If I choose to field a
Missile Boat (and this
is a boat, by the way,)
It certainly is, and I would never drive it these days, even after the LRM speed buff.
Void Angel, on 26 March 2014 - 09:58 PM, said:
I will have to be sure to maneuver close to my team so that they can support me against enemy scouts and brawlers. If I instead try to make
Some Kind of Hybrid, I'm going to be hard-pressed to perform well in either role, no matter how well I play - enemy AMS will take a much higher proportion of my salvos than the one launcher removed might suggest, and my ammunition for both ranges will be drastically curtailed.
I find this part of your argument very amusing, because your 'Some Kind of Hybrid' looks
very driveable and useful to me, particularly since it's not much different from
MWO:Mechlab - STK-3F Prowler, the best-performing Stalker I've built.
If ammo is really a concern, then perhaps the
MWO:Mechlab - STK-5S Predator would be more to taste? It also functions quite well- these two are the two Stalkers I kept, because they outperformed
MWO:Mechlab - STK-3F,
MWO:Mechlab - STK-5M, and
MWO:Mechlab - STK-5M for the position, all three of those built in a much more 'focused' fashion.
Void Angel, on 26 March 2014 - 09:58 PM, said:
Every permutation along these lines will result in this kind of problem, and that's with a Battlemaster, which has a lot of hardpoints and tonnage to play with; a
Hunchback, for example, will fare
Much Worse.
This is an extreme case. This is essentially the worst Hunchback to try to weapons-diversify- not only are you choosing a very tightly-built 'mech to tweak, you've picked one that has super-restrictive limitations
and chosen to retain the second-highest-weight (and absolute largest) weapon currently in the game. I can only assume one of two things: Either you're trying to set up a strawman (practically the most common event on the internet short of pornography appearing), or somehow you've gotten the impression that when I say/type 'It's better to diversify weapon ranges' I mean '
YOU MUST ALWAYS FOREVER CHOOSE DIVERSELY RANGED WEAPONS OR YOU'RE A BAD PLAYER' (which I'm going to presume is the case because it's the
kind of an argument- though not actually the direction of argument- that a lot of people seem to make online and you don't seem like the type of person to set up strawmen for the sake of arguing). I certainly don't mean that, and if I came across as meaning that, then I'm sorry.
What I actually mean is 'It's a good idea if you have the resources available to ensure you are capable in more than one role, to spend those resources to do so, as it will prevent you from ever being locked out of function'.
Void Angel, on 26 March 2014 - 09:58 PM, said:
Resorting to Tabletop examples is no good; you can't rely on pure range and stomping through woods hexes to give the enemy a real chance to miss you, nor will he roll for hit locations, or overheat at the same rate - this game is a drastically different format.
.....I'm forced by this to wonder if you were actually paying attention to what I said, or are just the kind of person who saw the word 'tabletop' and went rabid. Which is strange, to me, because you haven't seemed like either of those would be the case previously.
What you have typed here makes it seem like I'm going 'tabletop is a good game, this is not; this game should be tabletop, then it would be good' and that's not what I'm saying at all. I was not referring to anything involving to-hit rolls, terrain modifiers, or the heat methodology of the two games either, so where
that came from, I really have no chestbump facegrinding idea. I'm kind of insulted that you brought those up as samples of tabletop for this argument, honestly.
What I'm saying is this: Like this game, the tabletop game has weapons with multiple effective range bands. Like this game, the tabletop game allows for customized weapon loadouts (to varying degrees depending on with whom you are playing, naturally). In the current field of gaming, the tabletop game is the only game that I am aware of that uses weapons with multiple effective range bands in customisable weapon loadouts that has similarly fast range-increment shifting during the combat (as EVE Online mostly involves staying at one range the entire fight if you can help it although it does allow similarly customizable and multi-range weapons- or at least involves such at the levels of play I got to before getting bored absolutely to tears and not playing anymore). Therefore, the best reference I have to the effects of using weapons with differing but potentially overlapping preferable ranges on the same machine and firing more or less consecutively is the tabletop game. Conveniently for this comparison, the tabletop game involves a lot of the same costs and limitations for these weapons (tonnage, critical hit slots) and a similar cost system in other important respects (heat, ammo) despite not being identical (variance of values in heat and ammo, hardpoints/no hardpoints). Given that the weapons have comparable range bands (to a certain degree) and weapons by similar names have similar functions in combat (not identical, but relatively similar), it is reasonable to conclude that similar (if variant for the aforementioned reasons) methodologies of 'mech construction and gameplay should still apply (potentially with modifications).
I hope I've added on and in enough information and conditionals; I'd hate for you to still think I was saying what it seems like you think I was saying, because what it seems like you think I was saying is, frankly, stupid, in addition to not being what I was saying
at all.
Void Angel, on 26 March 2014 - 09:58 PM, said:
This isn't to say that you have to boat all the time, or that there is no legitimate variance in builds to account for player tastes. In that missile boat, I know people who would have put an even smaller engine in there, and used more launchers. Personally, I didn't want to be that slow (and clumsy fighting lights/mediums) in the PuG tournament environment. Now that fewer people seem to be playing LRM boats - and more people have AMS - I may actually go
That Route, but I digress. My point is that while you can certainly tailor your builds to pilot taste, you should do so without compromising your primary role. That Missile Boat I mentioned had just enough heat sinks to sustain its maximum rate of fire temporarily in heavy combat, and its close defenses were intended to convince light 'mechs that I wasn't worth the effort more than anything else. These kinds of decisions are pilot-driven, and there's often no clear better or worse option - but in other cases there
is. In many cases you can see mathematically (I love Smurfy's WeaponLab tool) how much you're losing by trying to generalize too much.
Except that as you
just pointed out the game isn't just math- there's pilot-driven elements constantly interfering with that. Plenty of people will argue all day that mathematically you're losing out by using an LB 10-X instead of an AC/10, but the fact remains true that when I swapped all my AC/10s for LB 10-Xs, my performance in all of those 'mechs improved significantly. Since, speaking in pure mathematics, these people are
actually correct, the source of the difference can only have to do with the ways in which I pilot and use the weapons in question.
No matter how much anyone wants it to be otherwise,
the math in this game and any game can be, will be, is, and has been, superceded by the choices made by the players playing it.
If I'm in a light 'mech- or even just a decently fast one (Hi, Quickdraw, Dragon, fast Centurion, etc.)- and I see a missile boat that has only three medium lasers on it, I'm going to have a field day either stackpoling its most-likely ammo-bearing legs or just staying in its rear arc and blowing out its back armor. Unless, of course, it's sticking with allied 'mechs that can cover for it,
in which case not only is it the pilot choice during the match that's the determining factor (not the math or the 'mech), but it's not the missile boat that I'm worrying about in the first place.
Void Angel, on 26 March 2014 - 09:58 PM, said:
Take the "Some Kind of Hybrid" and "Much Worse" links above: compared to their examples, these builds lose firepower/longevity and vital levels of speed/agility (respectively) in exchange for the benefits of being able to fight less well at two separate ranges.
Well, that's because you mixed heavily ammo-reliant long range with high-ammo-consumption short range on the first (which bears a striking resemblance to my planned
MWO:Mechlab - BLR-1S Warlord II but with the addition of some rather excessive LRM support given my LRM experiences), and your second example there is an extreme case with an otherwise very tightly-built 'mech.