I hated it in Mechwarrior 4, I hate it in Tabletop, and think that Stackpole should receive a barrage of purple-nurples for starting the damned thing.
It's already clearly stated in the fluff books that Fusion engines don't explode with enough force to really do much but make a plume of flame or threaten infantry with ruptured engine armor. Any flame you'd see coming from an engine is really just "Smoke"
Mechanically, I hate stackpoles, too. Both Mechwarrior computer games and Battletech Tabletop gives too much benefit to long ranged fighting with things like Gauss Rifles and ER large bore Energy weapons. The viability of short ranged skirmishers dropped dramatically after star league tech started getting re-introduced. Not rendering it useless, but it dropped dramatically. The few instances of a short-range brawler mech still being viable usually require breakneck speeds and perhaps TSM/Hatchet combos. When Stackpoles are included, it just further punishes close combat, and moves the game ever the further into turret-tech and sniping from half a map away.
No thanks. The best fights in both tabletop and Mechwarrior are the close skirmishes. Don't put some artistic liberty mechanic into the game that eliminates that.
If you don't want to see deathballs, there need to be more mission types that put a greater emphasis on breaking up into small units. As it stands, every game mode is just a different flavor of team deathmatch
Skirmish: Kill 'em all
Assault: Kill 'em all and maybe blow up some turrets and capture a base instead of chasing after that last ECM Spider.
Conquest: Maybe capture a point or two at the beginning, then Kill 'em all before the points can matter.
CW Defense: Kill 'em all and don't let them past you.
CW offense: Blow open the doors, Kill the turrets and rush the... oh wait we need to farm them to get C-bills so Kill 'em all first.
The worst part is that when a lot of these modes first started out, it was actually viable to sneak a light mech back behind the enemy and cap the base in order to draw defenders off, or to run off as one or two lights to take the various points around the map as quickly as you can, but the community said "No", because MWO apparently isn't fun if you win for any reason other than killing every bad guy.
That's why there are deathballs, and punishing skirmish-build mechs that use things like small lasers, SRMs, and Machine guns is not the way to go about changing that.
Edited by ice trey, 19 January 2015 - 01:38 AM.