Trauglodyte, on 14 May 2014 - 10:07 AM, said:
The only real buff that Lasers need is dropping the heat on Mediums down to 3 like in TT. But, even that is a stretch.
I think they might need that, as well, but I'm not totally sold on it. Large lasers feel ok to me. What we really need is to tone down long-range firepower, because it's leading to a positive feedback loop:
- punishment for exposing yourself - especially if you screwed up - is immediate. You take damage, you lose pieces of your 'mech, and maybe die. This leads players to value cover over maneuver.
- rewards for closing in with short-range weapons are deferred, and rely on teammates. You really can't shoot back with short-range weapons, and if it's just you and maybe a couple-three of your teammates, you're going to get smashed, and probably not even make a positive trade in damage.
- Meanwhile your long-range 'mechs are rewarded instantly when they shoot someone at range, and the ability to use those guns while staying in or near cover makes them take less damage. Then they see the brawlers either hanging around waiting for the end-game - or dying in a pyre of shame - and learn to associate a push with "ramboing" and foolishness.
- This makes them less likely to support a brawl unless their team has a clear advantage in the match, and provides the final factor in the loop.
So when brawlers try to do their job; they are often defeated by long-ranged, pinpoint-meta opponents; this leads players to conclude that assaulting a position with brawlers is a bad idea unless you already have the advantage, and makes them less likely to support the brawlers; brawlers are discouraged from engaging the enemy until after one team gains enough of an advantage to feel safe pushing with their long-range 'mechs, making them less likely to support
even other brawlers until that end-phase is reached; the circle is now complete - return to start of paragraph.
This is why "well, you should just have teammates with you when you brawl" isn't an informed argument - brawlers will
very often be outnumbered by their meta-wielding foes, and will also have taken significant pinpoint damage just getting inside 90 meters. Sure, there's places where you can approach a position under cover - but by the same token there are always kill zones
between those covered areas. And the enemy can jump above or climb over cover to beat on you from range as you approach.
Edited by Void Angel, 14 May 2014 - 10:35 AM.