Posted 14 January 2015 - 01:12 PM
The problem is not the mechs, or the mechanics (some tweaking is needed, sure, but....), the REAL problem, is we have Call of Duty Map Design, and Call of Duty game types in our Giant Stompy Robot game. Although, Call of Duty at least has more elevations to work with as well.
One of the defining features, if not THE defining feature, of Mechwarrior games from 2-4, was that the maps were BIG. You could NOT effectively get sensor coverage on the whole map, without spreading out significantly. Alpine is a prime example of a Mechwarrior sized map. Sure, there are a few design issues (mostly due to Pugmagnetism of Sniper Hill), but the scale is appropriate for a SMALL Mechwarrior map.
Tied to this is the lack of any real tactical objective. Sure, we have Conquest, Assault, and now Invasion. But there is nothing really tactical about any of them. Sure, Tactics CAN be used, but mostly it just consists of Form a Deathball and charge.
Personally, I believe that Conquest should be shifted into the CW aspect of the game, with a Longer Timer, and bigger map involvement. Bigger rewards, too. Invasion needs multiple path maps (not a LoL derivative, ala Sulphur), with multiple important objectives for both the Attackers and the Defenders.
We'd keep the PuG Deathmatch in its Arena Maps and call it Instant Action. Solaris. Whatever.
Basically, we need CW to have MW sized maps, with proper objectives. Then suddenly, the game might not seem so "broken".