Alistair Winter, on 19 November 2014 - 01:01 PM, said:
First, here's the definition of "game balance" for this thread. Please keep that in mind:
Good game balance means - all types of lasers, ballistics and missiles are equally viable.
Weapon systems keep getting nerfed by what can boat them, leaving many of them rather underwhelming in a mech that cant field too many while leaving the mechs that -can- boat them in a place where they are still powerful.
Alistair Winter, on 19 November 2014 - 01:01 PM, said:
weapons with short, medium and long range are equally viable
Right now the current meta seems to be largely skewed towards long range pinpoint and lrm damage with close ranger brawler builds being in the minority. some of the maps being excessively large also encourages setting up these kinds of builds, making teams largely very pensive about trying to close gaps and brawl.
Alistair Winter, on 19 November 2014 - 01:01 PM, said:
carrying a combination of the above or boating a single type of weapon is equally viable, with a few exceptions
Boating is typically the way to go in anything lighter than an assault mech for inner sphere. The damage to tonnage return and killing potential of multi-system loadouts just doesnt stack up for all but a few IS mechs.
Clan mechs however, because of higher range/damage weapon systems can absolutely afford to divide their firepower up unto multiple versatile weapon systems. I'm very comfortable jumping into a stock timberwolf prime for example, which has six weapon groups.
Edit: Most of the core problems with balance and the balance development cycle have been easily identifiable for a long time. However we probably are long past the point where we can take hardpoints away from variants, a lot of refunds would be asked for and a lot of free mc would have to be awarded so other solutions probably have to be explored.
which unfortunately probably amounts to putting more systems people hate onto boating.
Edited by Nephera, 19 November 2014 - 02:31 PM.