Lefty Lucy, on 05 August 2014 - 07:39 AM, said:
Yep, progression models only make sense in PVP games if you have strict segregation of players with different progression levels.
I'm not sure if the players who want lights and meds to suck are either slaves to TT fidelity, or just want easy targets since they feel like they've "accomplished something" by saving up for/buying with money a heavy or assault mech. Maybe they use the one as an excuse for the other.
I think part of it is that previous MechWarrior games often used weight progression as progression - and scaled up the challenges accordingly. So the "accomplished something" may be conditioned by that, and/or because that's how it generally happens in games.
As for lights and mediums on TT, speed and LOS-inhibiting "soft cover" contributed effective armour. For example, if you end a movement in the long range band (outer two-thirds of optimal range) of an opponent, you're 5x as likely to be hit if you were standing still, as if you moved 150m by jumping or 210m on the ground, given an average gunner. If there's a couple copses of trees between you and the gunner, the attack becomes impossible.
So no, TT lights and mediums don't suck in a typical environment; but against a Warhawk C who gets oodles of extra accuracy, it's not so hot for them. Against a company where half of the pilots are Natasha Kerensky, and a house rule that each HLT gets to be rerolled once and the preferred result kept? ggclose to the little guys. That's pretty much what they face in MWO.