Adiuvo, on 23 June 2014 - 09:31 PM, said:
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Combined with JJs, FLD mechs become overpowered. This is due to the risk/reward factor of the playstyle getting all out of whack. JJs allow you to expose very little of your mech to return fire and you can effectively get free damage when piloting a jumpsniper correctly. Currently, 1 or 2 JJs is enough to accomplish this goal and thus the sacrifice for being able to do it is incredibly small. There is also no inherent risk with JJs. They only provide benefits, such as the increased climb rate which is necessary now that hill climb is in.
You have often suggested that, since the problem is JJ fire, to implement a cone of fire mechanic when jump jetting. The problem with this is that it removes jump sniping from the game entirely. If you are not able to put out accurate fire jump sniping ceases to be dangerous, allowing teams to push with impunity. The increases the speed of the game since brawler weapons deal more damage than sniper weapons, which is somewhat against the design goals of MWO and Battletech in general. Furthermore, lights and mediums, as well as jump brawlers would be severely impacted by a cone of fire solution. Even if the cone of fire was minimal, MWO necessitates and rewards being able to land consecutive hits on components. Due to the high TTK of this game compared to others, for your own mech to survive you need to be able to quickly take out the enemy mechs. There is no healing in this game. The only damage mitigation is going to come through kills. If you are a shot or two away from death and you take perfect aim at an enemy mechs side torso to strip it, and you miss through RNG, it's just a frustrating moment. You did nothing wrong. You did things to the best you are capable of. The game, however, decided that you should die despite this.
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1) Keep jumpsniping a valid tactic, but not an overpowering one.
2) Prevent impact on JJ lights, JJ mediums, and JJ brawlers.
3) Prevent the further impact of RNG mechanics in the game, which are inherently annoying in a competitive game. Given that CW will eventually exist, this game is competitive.
4) Increase the skill requirement to actually jump snipe effectively.
5) Introduce JJ drawbacks to balance out the dichotomy between JJ mechs and non-JJ mechs.
I think these points are the reason why many are disagreeing. Removing jump sniping entirely from the game wouldn't harm it like you are suggesting. There was a time before the jump sniper was a valid tactic because the game mechanics didn't allow it to work, it was in fact removed entirely from the game because it was an unplayable style for several reasons during the beta, and it didn't allow teams to push with impunity. The game can be played without it. There are other valid tactics to prevent a push and area denial without jump sniping.
Addressing the root cause - JJ+FLD will fix the problem better than (often off the mark) nerfs that target specific chassis to make them less effective than others at a specific problem mechanic. Address the problem mechanic, not the ones that can use it.
So yes, huge cone of fire when jumping, or lock out balistics/PPCs when jumping, or jump jets become a mechanic like other FPS where you hit jump and you go up and forward an amount based on the number of jumpjets and your speed, etc. But for the love of god, address the root cause of the problem not these continued band-aid s that reduce viability everywhere.
Edited by EgoSlayer, 24 June 2014 - 06:28 AM.