Adiuvo, on 15 May 2014 - 04:44 PM, said:
This is the first Mechwarrior game where lights are not completely hung out to dry in the combat area. All classes have viable mechs in them. The optimal playstyles between the classes are incredibly different. Assaults need to have some kind of weakness and that weakness, currently, is them being alone. Even this still needs adjustments considering how agile they are. You can't give one mech class all the armor, all the weapons, and all the agility. Since this game has zero respawns there needs to be a reason to bring a light mech from the get go and PGI, barring a few balance problems, has obtained that goal.
Ok first to clarify, my mechs are not standard. They are modified for different purposes depending on what I plan to do.
And while you comments are all well and good, in making them you forgot something.. As I stated, there are those of us who have EXPERIENCED and SEEN light mechs take down heavier mechs in seconds. By stating that cannot happen you are ignoring that entire fact. And I personally have seen it quite a few times. Almost like they somehow have become invulnerable to hits yet do full damage to the other mech.
And keep in mind, in many cases it was NOT my Battlemech that was being hit but someone else's where I watched a light literally tear apart an Atlas in seconds.
Your numbers you came up with all work for perfect situations, perfect scenario's and load outs and make a number of assumptions. By doing that you invalidate any actual data based on experiences by players and the videos you can see. I am not going to sit here and figure out math, exact hit ratios, and timing because there is no way to accurately figure that out based on two different players, the mechs they used and their skill sets.
Finally, the ODDS of so many games ending up at 0 kills to 12 kills is just not supported unless everyone on the other team is such a newbie OR just standing there that the other team has open season. I have been in more than one game where this has happened... and I can tell you from MY experience that in one of those games I pounded on a mech over and over using a Founders Atlas that I upgraded only to get taken down very quickly even though I hit him with a decent shot ratio over and over with heavy weapons.
I am willing to concede that it might not be a balance issue and that it could be some kind of problem that crops up if the data stream is interrupted in a game thus making hits to a mech suddenly ineffective for one side. THAT in itself would explain both anomalies as well.
All I can say is that I have seen this problem occur more than 3 times which tells me something is either badly in need of re-balance OR something else is happening that somehow causes one team to have an advantage over the other in damage or some other aspect allowing them to pretty much run over any and all mechs the other team fronts.