MrMadguy, on 11 April 2015 - 01:26 AM, said:
The biggest problem of this game is not pinpoint dmg - the biggest problem is terrible MM. Why? The amazing magic of MMR-based game is that...it doesn't actually need to be perfectly balanced! If you're using super effective meta build and performing well due to this, then you simply should not be matched against player like me, who is playing for fun and prefers diverse in his build - you have to be put against the same meta players, as you are. You're using 100500 pinpoint dmg 'Mech? Be ready to get the same in return. That's why MWO's MM sucks so hard. DireWhales, TimberGods, Stormstompers are OP? Then why I'm facing them, when I'm playing my overgimped Awesome??? Put them against each other - problem solved!
Match Making is an issue yes, but so are accuracy and the heat system. Even if we had perfect match making, we'd still have the same game play problems resulting in the same combat treading water in the shallow end of the pool. The lack of depth in MWO is systemic, and the mech building zeitgeist clearly illustrates this. Every mech is built like a front line assault, with damage dealing it's primary focus. This is caused by a lack of options when it comes to non-weapon based equipment, and a lack of need for any role not dedicated to dealing damage. It's exacerbated by the limited scope of support equipment available and the fact that most of that equipment can be carried by any mech in the game just as an after thought if so desired.
The game is entirely centered around dealing damage as fast as possible, because nothing exists in the game to counter that design ethos. If you reduce the ability to deliver massive bursts of damage quickly, thus increasing mech durability indirectly (without doubling armor again) you open up the possibility of trading out some weapons or ammo for support gear - since you no longer need that massive alpha to remain competitive. If you add more gear associated with support that perform valuable functions, you give players a reason to not bring that extra laser or to not boat another cannon, you increase choice and diversify gameplay. If you at a layer of depth to the heat system, changing it from a binary one into a graduated one, you add something the pilot has to think about beyond waiting an extra second or two to alpha strike again.
Complexity done right is not a bad thing, depth and nuance create interesting game play. Something having layers, and requiring thought be invested, does not make it convoluted.
As an example: Path of Exile has a convoluted loot system, the result of being overly complex. I won't explain it all but suffice it to say that loot drops are subject to multiple levels of RNG before being usable in your build.
conversely, a simple layer of complexity in MWO would be changing the heat system to refelect heat penalties. It's not hard to understand that running above 70% heat for an extended period of time will start to reduce your mechs performance - making you slower, less maneuverable and risk ammo explosions. It's an easy to understand and intuitive addition, but increases the nuance in combat by adding something to think about beyond "will this shot shut me down for a couple seconds".
Edited by Quxudica, 11 April 2015 - 01:47 AM.