But has it aslways been that way? the answer is no. Closed beta showed us a great deal more diversity, but this was largely due to low projectile speeds, lack of HSR, and no engine restrictions. First, projectile speed and accuracy. Autocannos, PPCs, and Gauss received massive boosts pre-HSR to help compensate for server=side reliability, and once that was resolved (with HSR), those bonuses were never removed. So now we are left with a group of weapons vastly superior to everything else in the game. To combat this PGI implemented Ghost Heat, which prevented boating a single weapon type, which mostly affected medium mechs since Heavy and Assault had the raw tonnage available to simply “diversify” across the superior Meta group of weapons ignoring the Ghost heat penalties. Of course Heavy mechs were abandoned once “high-agility” assaults and pop-tarting were introduced into the game.
So now that the history of game balance problems has been laid bare, it is a simple matter to address those issues individually. Of course the problem, is the bandaid-effect, or the fear an anticipation by the current users of Assault mechs, who have been coddled and mollified since day one; and are now a majority and afraid of playing anything else.
I don’t envy you PGI, you have introduced a cancer within the game, and allowed it to prosper under you willful ignorance. Sadly your decision to cover it up with 3/3/3/3 is not the right one. And as frighening as pulling the bandaid is, it is the best solution in this case. Not everything I mention below needs to be implemented but certainly some of it does to help narrow the gap in playability between weight classes.
- Lower Ranges of Autocannons
- Add AC minimum ranges, it works under the same logic as minimum range LRMs do, proximity arming.
- Desync PPCs from auto cannons (projectile speed, damage spread, charge-up, etc)
- Reduce agility of Assault/Heavy mechs (and possibly Heavy) so there is a clear and defined difference between light > medium > heavy > assault. This means twist range and speed, jump speed, acceleration, etc. The fastest heavies (Dragon/Quickdraw) should be near the slowest mediums, while the fastest Assaults near the slowest Heavies.
- LRM boating. Much more restrictions on LRMs and boating. Either by limiting missile count to tube count (undoing 2 years of labor for you to change tube count graphics), or quit giving every mech with a single SRM2 slot 4 missile hardpoints. Or replace ghost heat with LRM jam/explosion chance, after all it is a long trip from the Left Leg to the Right arm, with lots of moving joints for that ammo feeder to work around (especially tough when the Left torso is destroyed but screw logistics).
- Restrictive hardpoints. I know you intentionally avoided this like the plague, because the game originally had only 4 chassis so it was the only way to diversify. Now that we have dozens of chassis and variants it is time to end the age of frankenmechs.
- poptarting. Just get rid of it. Or at the very least require the mechs arms to be used to balance flight mode (yeah jumping in this game is more like flight), and force the arm reticle to the top of the screen. Additionally have mechs who fire while shooting mid air (or who are hit mid-air) to fall… oh wait collision disappeared in closed beta too.
Edited by Egomane, 11 May 2014 - 12:22 PM.
















