Gas Guzzler, on 03 June 2014 - 08:13 PM, said:
I am so tickled to hear you guys say this stuff. I thought I was the only one that realized certain setups will ALWAYS have an advantage, no matter what balance changes they do.
It is true that there will pretty much always be something that is the best, however, the problem with MWO is that the best mechs are orders of magnitude better than the worst mechs. There is such a huge difference between playing a Locust or Commando and a Firestarter or Jenner that it is like playing a completely different game.
When the Locust came out I said playing the energy variant was like playing a JR7-F on hard mode. For a couple of weeks to a month I saw a lot of Locusts as people leveled them up. Now they are extremely rare and when I do see one I get excited because I think "Free kill!!!!" If you care about winning there is literally no reason to play the Locust. You are much better off in any other light chassis.
To me, a well balanced game does not mean that everything is equal in every situation. What I want to see in game balance are viable options and choices. If the best mech/weapon/variant/whatever is only marginally better than the worst then I consider that balanced. That is what leads to diversity and keeps people interested.
As it stands now there are clear winners and losers when it comes to mechs, variants, weapons, etc. There are a number of reasons for this but they all boil down to design decisions PGI made about how the game will work. Quite frankly they pushed the game out before it was ready. The game got released (I consider what PGI called Open Beta the release at this point) before many of the systems we have now were in place. A lot of the design had not been fleshed out.
The result of this is we have a cobbled together mess. If PGI had waited until HSR, ECM, unclimbable terrain, knockdown, etc. were all ready before releasing the game it would have been much easier to balance. As it is they started balancing before they implemented major systems and they have been stuck in a cycle of trying to rebalance around the new things they are adding. This has taken focus away from the things they should have been working on like CW.
Two prime examples of this are PPCs and ECM. Prior to HSR it was really difficult to hit anything with PPCs, so they got buffs to heat and projectile speed. At that time FLD was barely a blip on PGI's radar because it was not viable due to the mechanics needed to make it work not being in the game. Since then they have had to nerf PPCs multiple times to bring them back in line because HSR combined with the previous buffs they got made them way more powerful than they should be.
When ECM was added to the game the only way to counter it was with another ECM. Since then PGI has introduced multiple ways to counter ECM (BAP, UAV, PPC disruption) but it still remains incredibly powerful because the base mechanics of ECM itself have not changed. BAP vs ECM is a terrible deal for the mech that needs to equip BAP, it is not nearly as good as ECM.
At some point after clans are out PGI is going to have to rip off the duct tape. That probably means everything is going to fall apart for a while but that will pretty much be a necessity to resolve the ongoing balance issues with the game. The biggest concern at this point is will the player base stick around long enough for that to happen, and when it does happen will they be understanding enough to give PGI some latitude to fix things? Unfortunately, PGI has burned through a lot of goodwill and run off a lot of players. Only time will tell if MWO will ever become the game outlined in the original vision, but right now I don't think it is looking good.