I too post here incredibly infrequently but I have no such lauded credentials to back my observations, just an average low/mid elo casual. That being said you asked for outside opinions so kindly don't dismiss them on the grounds that I am not a top elo competitor.
heimdelight, on 22 June 2014 - 11:30 AM, said:
Now to bring this all full-circle and back to the pinpoint weapon balance, Time to Kill needs to be increased in order for Lights, and even mediums, to be more viable again. It's why I don't believe bringing everything up to the viability of current pinpoint is the solution, and the solution is rather to nerf the current pinpoint weapons to decrease DPS, increase TTK, and make 'Mechs with less armor more viable.
I am in full agreement with you here, I believe increasing time to kill makes the game more interesting and further differentiates MWO from other multiplayer FPS titles.
heimdelight, on 22 June 2014 - 11:30 AM, said:
2xClan ERPPCs is ridiculously overpowered. Following the current implemented Ghost Heat rule, firing two should cause Ghost Heat. This will require two separate shots, and if you want pinpoint, it's at the penalty of quite a bit of heat.
While I agree that 2x CERPPC is strong, I believe that like their IS counterparts before them these weapons are not overbearing on their own, only when coupled with other pinpoint+low heat weapons, CGauss in the case of clans, does their effect become overbearing. Your proposed solution is reasonably mild though, personally I would prefer a more unified alternative to the ghost heat system but that's an entirely different argument. The only thing I see this accomplishing is forcing competitive teams to swap back to their ghost-heat-less CTF-3D/VTR-DS, an exciting prospect that I'm not particularly keen to see and I suspect that the competitive scene is also somewhat tired of.
heimdelight, on 22 June 2014 - 11:30 AM, said:
This may be the one change that is opposite to my philosophy, but I feel the current IS AC5s are in a good place. They have decent range, decent damage, use good weight and slots, etc. I feel the IS AC10s/AC2s need a buff. Clan ACs, however, are burst fire. They are definitely lacking in comparison to IS ACs. Clan ACs need the duration of shells being fired decreased. The spread is too much and cannot compete with any pinpoint ballistics.
I agree with you view of the IS AC performance. That being said, proposing to make Clan (U)AC's closer to the pinpoint realm of their IS counterparts seems at odds with your stated desire of an increased TTK. Yes pinpoint damage offers the greatest tactical advantage, presently so much so that it overshadows all other methods in most scenarios, as such weapon balance should aim to reduce the prevalence/effectiveness of it or increase the viability of other damage types no? Clan AC are lighter, smaller, and have better DPS than IS equivalent while still providing the AC platform standard of high, ammo-dependent, bracketed-range, low-heat damage weapons. Why should Clan AC be made equivalent to IS AC when other weapon systems (i.e. CSRM6) are objectively better than their IS version(marginally lower damage, half the tonnage, less slots).Should the meta persist, and I see no reason why it won't, IS AC provide a reason to take non-light IS mechs in comp drops. Personally I would prefer that the changes you proposed for Clan AC be instead applied to IS AC, making them also burst-fire but with a better propensity for landing all the shells on one location.
heimdelight, on 22 June 2014 - 11:30 AM, said:
For the Timberwolf: The acceleration, twist rate, jumpjet speed, the whole nine yards needs to hit it. It has above average hitboxes which make it difficult to hit when moving quickly or torso twisting fast.
The TW certainly looks strong on paper, not owning a clan pack I haven't had the chance to play one and I haven't dropped enough against them to really get a feel for it. As a hunchback pilot they certainly make me sad in that they move as fast as me with a STD250 but thats not really a shock as the engine rating has been a known factor since well before the clan release. That being said, I'm not certain I see the big problem with it being found to be the best mech. There is always going to be a 'best' mech, ideally all or most mechs would be competitively viable but regrettably that is not the game we're currently playing. What mech would you propose as the baseline for performance in the 70-80 ton range?
My big takeaway from this week? Balance has yet to properly address the overbearing presence of the pinpoint meta, but thats nothing new. The introduction of the clans brings the new apex mech touting the same old tricks, it just does it better than what could before. The meta is so prevalent that it becomes very difficult to see what else is under/over performing, I'd be curious to see what would happen to this game if you removed PPC's or Gauss for a week. SRM's are fixed and clan ER laser ranges gives brawling loadouts better engagement ranges so maybe there will be some shift in the lower tonnage decks, wouldn't that be interesting? I don't think Clans/IS are balanced at a 1:1 level but I'm not really certain that was the objective of the devs to begin with, again its difficult for me to fully grasp the mechanical advantage of most clan mechs (speed, survivability, cooling efficiency, modularity) compared to IS mechs at this point. It is my opinion that it is these mechanical components which will be definitive rather than a particular weapon system when it comes to balance. Assuredly, time will tell.