kapusta11, on 11 February 2015 - 07:47 AM, said:
What would highlight ALL the issues this game has is full customization with no restrictions whatsoever, not even hardpoints and with doubled dissipation and heat cap of say 40 (should depend on the amount of heatsinks though but whatever).
There is no such thing like min-max, you just stack pinpoint weapons of the same type and fire, PGI, intentionally or not, forced this way of play when they spit on hit allocation. It's not even about FLD, there is nothing wrong with single PPC or single AC10 or Gauss, it's about massed weapons.
You don't pick chassis with bad geometry. You can't stack weapons if you don't have enough hardpoints. You can't stack Gauss and PPCs anymore because of projectile desync. You can't stack ACs because they are heavy and some mechs don't have enough hardpoints. You can't stack SRMs because they spread damage and go against the very idea of MWO type of boating. You can't stack more than 2 PPCs because they are hot. You cant stack a lot of energy weapons because of low dissipation and the way heat system works in MWO. You can stack lasers however, as long as you can dish out two high damaging alphas and not shut down in the process.
These are the rules of MWO and the reason of why certain chassis/weapons/builds suck. You can use quirks as a band aid to balance stuff or you can fix core issues and use quirks as a way to give mechs (BattleMechs/Omnis) or mech variants some different flavor.
Yes and no...if we did manage to "fix" all of the "broken" issues, there would still be power gaps. Battletech itself has a history of this even starting in 3025 (but not as bad as later timeline years). Some of our issues today are inherited from that environment, and to be fair yes a few are also PGI caused.
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For builds, Tabletop's philosophy of equipping 6+ entirely different weapons on a single chassis is almost impossible to make effective. "Wheel of fortune" frankenmechs are never good, no matter what you do with the game's mechanics. It's always better to have a more modest number of weapon groups that have some form of synergy or purpose.
Just slapping on a Small Pulse Laser, LB 10-X, 2 Machine Guns, LRM10, and SRM4 would be garbage in Battletech and it's garbage here as well. Those loadouts are nearly impossible to save unless we somehow did something like
heat to penalize using more than 1 of a single weapon type.
More
practical mixed builds like having Gauss for long range and some SRMs for short range can work, but the wheel-of-fortune 6+ weapon group loadouts are just badly designed even in TT. Boats and weapon stacking were also extremely good in TT, especially for weapons that didn't have a drastic weakness of some kind.
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...For hitboxes in particular, those are actually a specific thing caused by a real-time game. The only way to make mech physical model geometry not matter in combat is to copy and paste Tabletop's hit location tables, where you roll a pair of dice for a number 2-12 to determine where your shots will hit, if they even hit at all. If we have
any control over aiming whatsoever, a target's physical dimensions will always be a factor.
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...In a broad sense, all mechs and guns weren't created equal, not by a long shot. Many just existed for "flavor," because only including the top handful of mechs and guns in the whole lore would seem more boring. In particular, the construction rules tended to give way more benefit as you climbed the tonnage scale. For example, a 30 ton mech is basically always superior to a 25 ton mech, if all other factors like tech level were kept equal. A Timberwolf was always superior to a Summoner if you weren't a space poor who couldn't afford one, etc.
Basically, the problem is that we're playing a game that was meant to be a multi-unit strategy game with armies fighting armies, but instead we only get a single individual unit per player. It would be like turning Starcraft into an FPS and then watching everybody choose to be Battlecruisers or Archons instead of Zerglings and Probes.
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Every MW game to date has had problems trying to make playing a Zergling just as fun and viable as going straight for a Protoss Carrier or Ultralisk. Most didn't even try, and just made the player begin the game in light mechs and then buy/unlock assaults as they progressed in the singleplayer mode.
Only PGI has made
some effort for class/mech/weapon balance or "role warfare" (and even then there's still quite a bit of work to do...). We're not anywhere near perfection yet, but we're certainly not as far from it as this IP in general is known for...
Edited by FupDup, 11 February 2015 - 08:21 AM.