AlphaKale, on 29 June 2012 - 09:13 PM, said:
The other potential possibility is that the devs will adjust the amount of XP and c-bills you earn based on the tonnage of your mech. I.e. if you take down heavier mechs with a light or medium you will prosper faster. I have no proof of this, but it seems like a way they might go.
A much more elegant solution then mine!
Codex, on 29 June 2012 - 09:43 PM, said:
I'm fairly certain you'll gain points on a tonnage-destroyed gain, along with a flate-rate for mission accomplished/failed, as opposed to light 'Mechs getting x2 or x3 for their kills. Aside from the fact that light 'Mechs take a huge risk being in the field with larger 'Mechs that can Alpha them into oblivion, it would be unfair to give light 'Mechs that advantage over other weight classes cause then no one would play anything except lights. I personally enjoy the Heavy 'Mechs myself, and would hate to know that because I enjoy a heavier weight class that I get penalized.
I'm certainly not trying to suggest any class should be penalized. I'm only trying to note a possible unforeseen balance issue for shortly after launch. If you enjoy playing heavies you'll likely want to race your way up to a Flashman or maybe you'll have a Cataphract in mind. Some new players (new to mechwarrior completely) might start with lights and then go : "Hmm I want to try an assault cause they keep blowing my Mongoose to bits." My worry is, for them it could be harder for them to generate the revenue to switch weight classes. If the problem has been handled then I'm certainly pleased.
Agent CraZy DiP, on 29 June 2012 - 09:11 PM, said:
I think you worry too much.
I just want to make sure the new players have a fair shake at exploring everything MW has to offer, whether it be scouting or fire support, etc
famguy1, on 30 June 2012 - 04:42 AM, said:
According to the interwievs, MWO developers want this game somewhat to be based on teamwork, so they should be aware of this problem. Also heavy and assault mechs are quite slow and have hard time evading attacs. Light mechs, on the other hand, are faster and may have jump jets, which makes evading easier. Some light mechs can easily outrun many heavier mechs.
Secondly light mechs are not alone. If one mech spots an enemy, EVERYONE on the same team will know it's position and heavy and assault mechs can attac it. It makes light mech pilot's job safer.
Finally if a mech goes alone on a rampage, it will be soon outnumbered and owerpowered. Yes, that mech will damage others, but it's not worth it. That means it's best for certain mechs to stay away rather than charge in.
Also Russ Bullock said that most mechs out there will be medium class.
Re 1 I agree completely. In capture the flag, defence/attack, etc style games usually running works pretty well, unless your team is losing, and then the lights have to be more aggressive. Alternatively, the lights could be more of an harassing force (Davion Light Guards) style of force. If my missiles can hit you, your Gauss rifles can reach me. I certainly hope I'll never have to close distance on an Atlas/Grand Titan while running around a locust.
Re 2 Scouts don't start alone, but if they end up that way, then what?
Re 3 If an Atlas makes it to my flag and is capturing it, how many stingers do I need to bring it down? If I remember my math, 20 stingers will only give it a limp.