Vassago Rain, on 30 September 2014 - 09:47 PM, said:
As expected, a lot of people in here are operating as if it's still 2012.
No, the hunchback 4P isn't a magical scalpel. It has no range, and gets the shoulder blown apart by every half-way decent robot on the field in very quick order.
No, ECM isn't godtier omega levels of mandatory, because there's about 10 counters to it, and outside the DDC, all current ECM carriers are underarmed.
No, your 2012 hillhumping isn't comparable to madcats doing KOF-styled short hops and blowing robots up in seconds.
The fact that we're all posting in a thread about how most IS mechs are worthless would hopefully give pause to the more ridiculous claims.
Just because the 4P has drawbacks doesn't mean that it doesn't massively outclass the other tier 3 mediums its been put with.
I never claimed ECM was mandatory, just that its worth a lot compared to a comparable chassis without it.
Furthermore, all my comments are coming from recent gameplay experience. I didn't even own any Hunchbacks or Jagermechs until just a few months ago.
Lastly, if you disagree with my conclusions about which mechs should be bumped up or down a tier, then argue about that mech. Blanket claims about the cogency of ancillary abductions does not constitute arguments against the conclusions, even if your considerations on their non-cogency carry weight.
Wintersdark, on 30 September 2014 - 09:52 PM, said:
Sadly, there's a lot of Regular Players (this is not an insult) who primarily drop solo, and feel that Because They Do Great In Some Mech, It Must Be Great. These people just don't understand how Elo works: If you always drop in a terrible mech, you end up with a lower Elo and fight weaker opponents, thus things tend to balance.
What other measure would you propose to use besides dropping in a mech over a large number of games and doing great? (where great is a combination of w/l and k/d and overall damage, not merely a silly k/d from being a selfish player) Unless PGI releases huge amounts of match data for us to sift through, I doubt anyone's thoughts here are informed by anything else.
I do drop solo most of the time. I have played in multiperson drops. It is the case that ECM is less of a factor in those games because most of the players are communicating outside of the game and can plan and play around it more easily. That doesn't change the fact that in solo drops, ECM is still incredibly powerful and disruptive.
In other words, balancing every chassis and weapon to the absolute top tier of players
for large group drops is a terrible idea, because the 'easier to use' items/weapons completely dominate the mid-low range games. ECM and LRMs being prime examples.
So my balancing suggestions are coming from a solo-play perspective, but that doesn't invalidate them.
At worst, it just means that some things shouldn't be competitive at the highest level because it messes with balance too much for the majority of players at the medium/low levels.
DV McKenna, on 01 October 2014 - 09:54 AM, said:
The list looks pretty accurate no real glaring errors.
However quirks won't fix much alone.
[...]
But hard point layouts will always rule some mechs out in the end.
If the quirks are extreme they could be used to fix hardpoint problems. For example, a 50% damage bonus to energy weapons could turn a mech with 2 energy hardpoints into what is effectively a mech with 3 weapons for the weight, crits, and heat of 2. That's just flat out better than an extra hardpoint. (though this would be clearly overpowered on almost every mech save maybe a few spider or locust variants)