What I don't like about the current gameplay is that it is stagnant and repetitious and is only about AC's and Lasers at 300 meters. Nothing stops this load-out from crossing any map and of course once in range it dominates completely as it was designed to by Battle-Tech balancing. And that's wrong. Not that heavy AC's and lasers dominate close range combat, but that they also dominate long range combat since it no longer exists in MWO.
The PPC is just too slow at 850 MPS to hit past 400 meters on moving targets.
The Gauss Rifle is not a sniper rifle. It is too weak at 15 damage for 15 tons to support a difficult de-sync charge-up mechanic and the proof of this is that players will almost always take 2xGauss or none at all. Well that is not how Battle Tech describes the function or use of the Gauss Rifle and it relegates the Gauss Rifle to the Dire Wolf, Cataphract, Jagermech and K2 only, instead of a weapon that is very common on any ballistic capable mech. Now if PGI wants to add an apocryphal mech sniper rifle at 15 tons and say 24 damage, be my guest, but the Gauss Rifle at just 15 damage for 15 tons is balanced to be a long range accurate ballistic that fires normally! A 6 second recharge like an SSRM6 is all that is needed to force it into long range specialization.
You might not like long range tactical gameplay, but MechWarrior requires it for gameplay depth and tactical development. Without long range as a working option MechWarrior becomes the same arcade match repeated over and over and does not grow the kind of player experiences that bring players back to try something new. Maybe some new tactic they planned on their own or maybe with a team.
Eventually, you learn to pull the trigger as well as you ever will and the game dies. Or you are faced with new tactical challenges each day by each map and you get a true MechWarrior game that grows your imagination and experiences.
Edited by Lightfoot, 19 September 2014 - 09:17 AM.