From watching 12 man matches you can see the way to win consistently is still jump sniping with PPCs and ACs. And it looks like PGI is trying some what to fix this. But the problem is they are doing it in the wrong way. For example one symptom of this was that many teams were using Victors and Highlanders. So intead of fixing the core of the problem nurfed Victors and Highlanders and jump jets for assaults. While the real proglem is pin point accuracy at range and that close in brawlers are not effective enough.
Now what it looks like is happening is PGI is basing their balancing on the feed back from the NGNG and the more organized teams that have direct communication with those running PGI. The problem with this is the top 1% of players have a very very narrow view of the game. And they tend to fail to see how the changes they suggest effect the other 99% of the players.
For example in the latest podcast from NGNG they are suggesting more nerfs of jump jets with heat etc but they are symptom of the problem instead of the real problem. Now if you nerfed them enough it might at some point reduce jump jets in the most competitive 12 mans. But it would have a drastic effect on the other 99% of the games where it was not a problem to begin with.
An example of this is the nerfing of Victors and Highlanders. This nurfing hurt the brawling of these two mechs something that needs boosting not nerfing.
So what are some reasonable things they can do to boost brawling while breaking the jump sniping meta. Some things what will have a balanced effect on the 99% and the 1%.
1. Make it where convergence of weapons is througn off while you jump sniping. How it could work is like this. As you are going up the convergence of weopons spread out. Then as you let off the jump jets it slowly starts to get closer but does not get to 100% until you are back on the ground. So on the way up damage would be spread all over the mech. But even on the way down damage would be scattered over more than one area.
This convergence effect while jumping should also be based on range. The effect should be more pronounced at 500m than 50m.
The effect of spreading damage while jumping and making it more pronounced the longer the range would do two things. First it would greatly cut down the effectiveness of jump sniping. Secondly it would encourage jumping mechs to get closer for better convergence.
2. Fix and do not nerf SRMs when they fix hit detection. On another NGNG post cast some one from PGI said they had a fix for SRMs that made them register about 90% of the time I believe. But went on to say they might need nerfed because of splat cats. The problem with this logic is splat cats were only ever kinda a problem when SRMs were very badly broken with huge amounts of damage. With the spread they have now and 2 points of damage splat cats would not break the game.
The effect of SRMs when working like they are supposed to as a very powerful but very limit range weopon is to encourage people to get in closer to fight.
So what game play I am looking for is where snipers have a chance to do well but they have to be very carefull about letting brawlers get in closer. And who wins that battle depends on 90% on the skill of the teams/pilots not on the bad balancing of the two by PGI.
By the way the reason I only suggest two changes is because I do not think the balancing will need anything more drastic taking away convergence completly.
Edited by Egomane, 11 May 2014 - 12:55 AM.