Fierostetz, on 01 July 2014 - 11:36 AM, said:
It is what it always was - people flock to the forums and complain to absolve themselves of responsibility for a loss. Historically, and at present (in real life) fighting at range is preferred to fighting in close quarters. There's a reason for that - more reward, less risk. Thats why rifle > pistol, rocket > grenade. Its the same thing in MWO. They can't keep whackin' away at game mechanics to force short-range to be more viable - the short range fighter needs to figure out how to close the range gap, and do it.
Uh.... You always had to figure out how to close the range gap... even before double heatsinks ruined the game.
The issue with MWO for 14+ months now is that the long ranged sniper builds are just as good (if not better) within 200 meters as the brawler builds. (ac40s being an odd exception)
I played a few matches. and did VERY poorly, but I was watching more than playing
so I spent a lot of time watching the flow of the match, to gauge how the game has changed.
Frankly this game hasnt changed at all....
Actually i DID notice that my framerate is considerably worse and less consitent.
so at least they messed the optimization up even more.
However the meta and style of play looks identical, and the clan mechs look shiny, but in all actuality seem to have little effect on the flow of battle.
I just saw a river city match that was identical to about half the matches Ive played on that map.
The only difference is that I was sniping at poptart summoners and timberwolves on the edge of my draw distance rather than cataphracts
Clans don't seem OP, but it's almost as bad that they seem like shiny repeats of everything ive seen before from PGI