Lightfoot, on 21 September 2014 - 02:17 AM, said:
What PGI is doing with all the weapon nerfs is making gameplay very shallow by leaving just a very few weapons that function normally. We have ACs+Lasers and LRMs, everything else is nerfed out of competition and it is starting to show up in-game this way. Gauss Rifle is very specialized instead of standard equipment on mechs (it is you know, just check all the stock mechs that get one). PPC is a total joke weapon being given all the long range drawbacks including 90 meter minimum range, but now it isn't even accurate. Only an idiot would take one over lasers. Point is all this was made necessary by MWO's fragile mechs going pfffft!!!! everytime they take a solid hit. It has nothing to do with balancing one weapon against another.
Make the mechs tougher before you nerf one more weapon PGI, and then try to restore normal Battle Tech gameplay and weapon balance. That would result in much deeper gameplay than you are currently able to offer in MWO.
The reason the last half as long is twofold: Convergence allows pinpoint damage from a mechs entire weapons loadout and the heat system does nothing to discourage high damage alpha strikes being the normal means of firing your weapons. Until these two points are addressed no bandaids they apply will solve the problem.
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No idea what game you are playing, I can rip the side torso off an Atlas in a comparatively short amount of time in my medium 2D2. A single alpha can remove torso armor from other medium mechs, blow off parts from Lights and mediums. Hell I three shot a Direwhale I snuck up on (yeah back armor, but still).
The time it takes to do substantial if not lethal damage to all but the highest armored mechs in the game is really silly short. In many situations torso-twisting isn't even effective, when a single alpha can deliever 50-75 points of damage all in one spot at roughly the same time, twisting isn't going to help much.