EgoSlayer, on 06 October 2014 - 02:04 PM, said:
Nerfing a tier 1, 2 or tier 3 chassis down to tier 4 or tier 5 by reducing the hard point options doesn't make people want to play the other tier 4 and 5s more. It makes them look for another tier 1, 2 or 3 mech.
Or...they'd use a tier 4 or 5 mech because no tier 1,2 or 3 mechs exist with the hardpoints they want for their config. Maybe...just maybe, those tier 4 and 5 mechs wouldn't be tier 4 and 5 mechs anymore...
Ultimatum X, on 06 October 2014 - 02:24 PM, said:
So we need more nerfs and restrictions on top of nerfs and restrictions, is that even canon restricting Omni-pods that way?
The Quad ER LLAS
also has Quad MPLs and 2x UAC 5s.
That I could turn that into a completely legit multi UAC build across arms and (B torsos) torsos combining UAC5s/2s + whatever combination of CMPLs I can fit.
You understand you can swap the DWF A RA and DWF A LA for Gauss + 3x LPL which can then translate into Gauss + 3x CERPPCs right?
So one mech gets a 50 to 60 point
completely stock legit alpha.
That mechs like the STOCK STK-3F are basically designed as a
Boat
Winners and losers.
Or do we also then nerf those STOCK BUILDS, to keep up with the other nerfs?
Please explain how 2 SRM6 / 2 LL / 4 ML / 2 LRM10 is a "boat"...maybe a Medium Laser "boat" but that's kind of a stretch. If we're talking hardpoints and not stock loadouts, it wouldn't matter because someone trying to config a 3F with hardpoint restrictions couldn't just shove in 6PPCs. At most, they'd get 4MPLs and 2PPCs out of those slots.
I'm also of the opinion that missle slots should be locked to the stock tube count. Using the 3F as an example, it comes with 10/6/6/10 (RA/RT/LT/LA). If you throw on an LRM20 onto one of the arms, it should fire 2 salvos of 10 with an automatic 3.75 second cooldown in between (with no ability to cancel the 2nd salvo of 10 once the trigger has been pulled).
If you were to throw a LRM20 onto one of the torsos (SRM6 tube), it would fire 6, 4 second cooldown, fire another 6, 4 second cooldown, fire another 6, 4 second cooldown and then 2 with a 1.33 second cooldown.
Rebas Kradd, on 06 October 2014 - 02:39 PM, said:
Jagerbombs are not a problem at all outside 300m. They're not even a problem inside that, given their XL engines. Have you ever piloted one?
Look...in the end, hardpoint sizes are just as artificial and intentional a solution as Ghost Heat, so if you're arguing for it as a naturalistic solution, give it up. The fact that it makes more sense from an ontological perspective doesn't change that. Its purveyors are griping about specific mechs. If it were a natural system, you wouldn't have that.
Hardpoint sizes target very specific builds while also eliminating their hybrid versions from the same mechs, yet the same restrictions aren't applied to non-problem mechs. That strikes me as just as arbitrary as Ghost Heat. Unless you do go ahead and apply the same restrictions to non-problem mechs for the sake of systematic integrity, in which case eliminating a boat has just cut out a HUGE chunk of customization.
The biggest fans of this system are armchair designers who want the game's balance to be elegant and can't stand how arbitrary Ghost Heat is. They also fail to acknowledge the built-in tradeoffs that a lot of these builds already have (e.g. the vulnerability of Jagerbombs, the lack of short-range weapons on missile boats, the massive CT of Catapults, etc.). The rest are taken care of by Ghost Heat.
MWO relies on wide-open customization for its popularity. You can't have both wide-open customization and weapons balance, not with mechs sporting different concentrations of each weapon. It's ridiculous to think that would ever work. Therefore, the solution is going to have to be arbitrary, and as long as we're on those grounds, I'd much rather make boating costly rather than eliminating it (which is what Ghost Heat does). I see eliminating boating as eliminating specialization and even role warfare.
The whole anti-Ghost Heat Campaign is a massive case of overstating the problem. Boats are manageable, some strategies to manage them (e.g. hit-and-run strikes by fast lights and mediums) aren't even bothered with by players, and the reasons they're not employed (i.e. too many mechs in too small a space, so nobody wants to try) have nothing to do with Ghost Heat. I also suspect that the majority of Ghost Heat's biggest haters are assault pilots, and assaults are supposed to be prone.
There is no alternative to Ghost Heat I've read yet that doesn't have even worse repercussions, and the ongoing desperate search for one strikes me as a misguided effort and makes me more of a fan of Ghost Heat by the day.
I disagree. We'll have to see on which side the community consensus lands.
Fine...let's go the other extreme and allow all IS mechs full customization. Since we're already headed down that route for the most part and this game isn't TT, what's the harm in that? It's not like we have actual Omnimechs in Clan mechs.
The whole point is to get more mech diversity, not less. If we allow more customization options, you'll see less chassis on the field, not more...people will just take the mech with the best hitboxes at a certain weight/class and fit whatever loadout they want. If you reduce customization options, more chassis become viable (not less). Certain popular chassis may take a hit but it will allow other less used chassis to become viable.
What exactly is a Trebuchet good for right now?