Nicholas Carlyle, on 23 June 2014 - 09:30 AM, said:
No, they obviously haven't, since the same broken mechanics still exist.
And we're introducing two new mechanics...which by the way...you have no exact details on to make the assertion that they won't affect brawling..which may or may not fix the problem. And based on the PAST "fixes", will likely hurt brawling as much or more than jump sniping.
See, there is something call precedent, and the precedent is when Paul "addresses" jump sniping it hurts brawling more than jump sniping which is left in place as meta.
And yet again, I have to ask, when has HOL championed jump sniping being fixed before the Clans? Ever?
You suddenly, after 5 days of fixed SRMs, have decided that all is fixed for IS jump sniping but we need to nerf the SINGLE Clan jump sniper?
That seems kind of short sighted.
I said they've been brought up. Not that they've been implemented.
We already have info on fall damage and JJ heat.
Fall damage.
JJ heat.
If these two systems are implemented as said in the posts they won't be impacting brawlers more than they impact jump snipers.
We've advocated changes to jump snipers many many many times. Browse the
War Room episodes.
I didn't say that IS jumpsniping was entirely fixed. Hence my 5 further suggestions to it. We've been playing with these weapons a long time, and are the best team in the game at utilizing them. We know what they're good at, and what they're weak at. Theorycrafting is a thing. Brawler mixed teams, even before the SRM fix, were already rather close.
See
this match. We're a better team than 228th. However, due to a few of our fuckups and their mixed deck, as well as the map, they were nearly able to beat us. That was one of the closest games I've ever played and they did a good job utilizing the strengths of the map, the spawn, and their drop deck. If they had SRMs they most likely would have won.
1453 R, on 23 June 2014 - 09:34 AM, said:
The main thrust of this argument is that the Victor was already completely ruined for the thing people liked to do with it, which was heavy strike-brawling. Even competitive players liked heavy strike-brawling with the Victor – they just didn’t do it because it didn’t win as many games as 250STD jump sniping did. If the comp scene is going to call for nerfs to every big ‘Mech with a big engine that moves the way its tonnage of engine calls for it to move, then you may as well stop releasing big ‘Mechs with big engines. At some point, somewhere, somehow, you guys have to give on the issue of speedy heavies/assaults. Removing the Timber Wolf’s calling card advantage (its excellent mobility has always been a highlight of the chassis in every game/novel/sourcebook/whatever I’ve seen it in) and turning it into a sluggish straightline dragster, a’la the Victor, does nothing whatsoever to impact its meta-ish jump sniping capabilities , but will nevertheless ruin most of the ninety-nine other things you can do with a Timber Wolf.
Just like the very same nerfs killed everything but jump-sniping on the Victor. Do we really want Timber Wolves maneuvering like Dire Wolves? Do we really want that, people?
I wouldn't say the Victor was ruined at all... it's one of these things that gets posted on the forums often but I really don't see the proof of in game or otherwise. The mech doesn't move as fast, no. However, it is still incredibly fast given its payload assuming you're using an XL (as you should) of the proper size. It's still an assault mech. It's 80 tons. It needs to be able to be outmaneuvered by mediums, lights, and heavies.
I doubt anybody wants the Timberwolf moved down to Dire Wolf levels of agility. Please don't be hyperbolic. The thing with the Timberwolf is that, despite it having an XL engine, clan XLs don't have the drawbacks of IS XLs. A 375 XL is equivalent to a 305 STD in weight. You're really not sacrificing that much by putting on a 305 in an Orion, just like how you aren't sacrificing much by having a 375 in a Mad Cat.
Mizeur, on 23 June 2014 - 09:35 AM, said:
It's a mistake to think that it's a difference between Clan and IS mechanics. It's not. It's the entire game's underlying PPFLD and heat mechanics.
So I used a bit of hyperbole. I've watched competitive play. Shielding doesn't do much for brawlers with the alphas we're dealing with. Even in a brawler's optimal range, a brawling loadout is at best on par with a jumpshot loadout. And that's assuming both mechs are fresh. Which is highly unlikely because brawlers are usually subject to at least 1 if not 2+ crippling PPFLD volleys from jumpshot mechs before they can close.
For brawlers to have a shot, they need weapons that are noticeably superior in close quarters compared to the jumpshot loadouts. And they need to have a chance to close without being utterly mauled. Neither heim's proposals nor the JJ bandaids make that possible.
ETA: Do you think that post-SRM fix, competitive teams in an IS-only tournament with no other restrictions would opt for anything other than the old meta decks?
Shielding still works just fine for brawlers.
See this match:
http://www.twitch.tv/igp/c/4365750
If they had SRMs during that match 228th would have beaten us. So yes, depending on the map, I imagine you will be seeing SRM decks. Not pure brawlers, but a mix of both sniping and brawling. Which ideally is what this game should be.