Colonel Nick Nahamko, on 23 June 2014 - 02:32 PM, said:
The man brings a fair point....
I hate constraint of freedom and choice.
But a 12 Direwolf team would seem... excessive... when up against a PUG.
So wheres the balance between them.
The problem here, IMHO, BEGINS at a key lack in functionality for this entire silly game. We have no real objectives. It is an endless stream of blind x vs y matches that earn us points that we can use to... further customize x, but never know in advance what y will be.
We need Community Warfare, if it's considered done now with what we've got, then more than half of the proposed "game" is MIA.
12 Dire Wolves is a heck of a thing to deal with, but if those 12 Dire Wolves are defending a large base against 12 mixed attackers who also have a pre-planned team, and KNOW what they're up against, suddenly it doesn't seem so unlikely to see them lose.
CW needs to have 'set locations' that we can choose from to fight in, via defending, holding, assaulting, capturing, stealing objectives from, etc. Different locations and situations have different values for maximum weight of mechs allowed, number of mechs you can fit in whatever dropship you/your company has purchased, and players must decide if the risk of the mission is worth whatever the rewards are, which also, are obviously linked with what the location is, what planet it is on, and who is going to be competing with you at that location.
Without the ability to plan or predict our missions, the ability to really customize our mechs for a given 'situation' will always yield disappointing results. Built an awesome close combat brawler with machine guns and SRMs huh? Too bad you dropped into Alpine Peaks against 8 clan missile boats. Sniper? Eat 12 lights on Canyon.
RNG decides your fate more than any single other factor in this game. You can say it is player skill, you can say it is group composition/group skill... But the reality is that your randomly selected match parameters matter more than anything in this game.