Lunatech, on 02 June 2014 - 01:38 AM, said:
It doesn't make sense that PGI would intentionally limit what mechs you can use in a top flight tournament.
Such a thing would be like forcing all the World Cup (football) players to play with their legs tied together because they are better than you. Even though you aren't playing.
Running a full VTR-DS poptart lance in pugs is, imo, pretty lame and cheap. Relying on meta to stomp people without communication and with varied builds doesn't really say much about your awesome skill. Which is probably one of the reasons whenever I see Eglar ingame he's using a Shadowhawk instead of a CTF or VTR.
I don't think the issue is that the players are good or bad at all. Props to the guys who won the tournament. The issue is that an extremely narrow range of mech builds, and consequently and extremely narrow range of mechs are viable at that level. It tells us that game balance isn't as good as it should be.
Take a look at League of Legends from several years ago, even when they had around the same number of champions as we have mechs, different teams could develop strategies that employed a wide array of tactics to win a game.
MWO is jump snipers mixed with a few ECM mechs. Spread apart far enough that consumables can't hit more than one or two mechs, remain visible to at least 3 or 4 mechs for overlapping field of fire, poptart for the win. I'm not saying these guys aren't exceptionally good pilots, I'm irritated that it's such an obviously better way to play. I've been angry about this for over a year. I don't see it changing, and it has contributed to general boredom with the game. All it takes in a pug match is trying to face down 2 or three people with this strategy and unless you brought the same mechs and builds you rarely have a fighting chance of winning. Granted there are otherways to play that CAN work in pugs but this is THE best, highest reward for lowest risk style of play. The combination of Jump Jets to get to a firing position mid-air, and receive nearly instant cover after firing(high damage, low risk), and pin point weapons make this is easiest way to destroy an enemy with the lowest chance of being destroyed.
Also, asking players to play stock, or era mechs would be a much greater test of teamwork and individual pilot skill as the mechs themselves aren't as optimized. If you actually believe that the style tournament just finished DOESN'T limit the type of mechs and mech builds on the field, in practice, the results say you're wrong.
My general thoughts are that JJ should apply a Cone of Fire to all weapons throughout the entire flight when on and when off, it should take your mechs gyro at least a half second to stabilize, if not a full second. During that time the Cone of Fire should still be applied. Additionally, mechs should take serious leg damage for uncontrolled landings (in excess of a minimum velocity at landing) that damage should scale with the rate of descent and the mech's mass. Together, if you want to fire mid air you need to either accept damage yourself (pushed your mech up high enough to get stable fire while out of cover, meaning uncontrolled landing) or accept a cone of fire to your shots (pushed up more slowly, fire, controlled landing with remaining jump jet power). I also wouldn't mind if jump jets generated more heat the larger the jump jet.
Edited by Prezimonto, 02 June 2014 - 04:54 AM.