Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
Russ's comment is actually quite on target, it was a specific comment directed at the P2W worries. Not all Mechs will be good for competition, including the real world cash only Mechs, this IS by design, this is NOT a mistake or just something they do for the real world cash only Mechs. Just as in BTech, some Mechs are great, some are good, most are ok or meh, and MWO has actually been real close on following the TT in that regards, exceptions made for Lights, and it's understandable that they made Lights far more survivable than TT has them, that's a compromise that must be made, along with making it so that an Assault is not the autowin they usually are in TT.
I'm pretty sure it's more about dumb luck in many cases than a deliberate process of "let's make Mech A useless!" Well, at least not in MWO. FASA was pretty saddistic so I can imagine
them doing that for the original game. MWO mechs are more of a wheel-of-fortune thing, like how the Shadow Hawk managed to be good.
Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
And why must a Mech have some special reason for existing in the game? Why can't they simply be there because they are part of the actual game universe? The Urby is a prime example of this, there is no NEED for the Urby, but we've pleaded, begged, cried, whined and demanded it from the time this game was announced, and we FINALLY got it. I don't see them being used very often now that people have them Mastered, do you? So why was it added? Because we wanted it. Why did we want it? Because of nostalgia, it's a classic BTech icon, the ultimate underdog Mech, pretty damn worthless no matter what you do with it, but so what, it's still fun.
MWO made the Urbie an actually viable choice. And I'm glad it turned out okay, because I think it's pretty stupid to design a game where you lose if somebody on your team just so happens to use a certain mech. I like knowing that we have a shot at winning even if my team has an Urbie or several.
Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
You are far too hung up on each Mech having a specific reason for existing, and outside of 1 chassis per Class, which is really pushing it to be honest, 1 chassis period would do best, there is NO reason for anything else to exist, especially not if balance is all you are striving for. Most Mechs are simply there to sell merchandise, that's it, they literally exist for no other reason than FASA wanted to sell more TROs and addons and supplements. In MWO they really exist for no other reason as well, they are merchandise that we buy simply because we want them.
Mechs in BT are either placeholder filler or power creep.
Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
IF TRUE balance is what you seek, as you keep claiming, then we would need to redo the game from the ground up, it should be the Clans, so we can have Factions to pick from and have the best Tech, and there should be 1 Mech to use with no customization of anything but cosmetics. That's it, that's the ONLY way you'll achieve balance. How far do you see THAT game going?
You don't seem to have a very good grasp of what "balance" means.
Balance doesn't mean Gun A does 5.34 DPS and Gun B does 5.34 DPS. Balance means that Gun A's risk/reward is similar in ratio to Gun B's, and both have respective roles that they are better at than the other.
For example, a Gauss having more range and less heat than an AC/20, but the AC/20 gets more damage and durability (doesn't explode). You can chose either gun for your playstyle and both are effective choices. They're balanced against each other nicely.
Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
And so far, I'm not seeing quirks making ALL the chassis types usable or viable, so how exactly are the quirks making more Mechs viable and used? I see 1 Dragon in the field anymore, the 1N, and that's it, I don't see the other variants or the Heros being used, just the 1N. I don't see all kinds of Stalkers either, just the one that has the stupidly high laser quirks. Shall I continue? Quirks are NOT opening up more chassis types or variants and making them usable, they are only opening up 1 specific variant for specific chassis types and that's it.
I already showed exactly how the Dragon's should be quirked, mobility and armor quirks to compensate for that huge CT, armor on the arms to account for it's melee strength(the REAL reason Kurita loved it), along with a negative quirk to turning or accel due to faulty hip actuators according to the lore for the Dragon. THAT makes ALL the Dragon variants more viable without making any specific one better than the others because it has a stupidly high weapon quirk that allows it to outperform Mechs 10 to 15 tons heavier.
I also think that Dragon quirks weren't chosen the best way (I would focus more on agility/mobility along with armor/internals to make up for geometry/hitboxes), but even then I still see more Dragons now than I did pre-quirks. The 1N might have been the luckiest, but even just seeing one variant of the chassis is more than what we used to see (which was no variants at all, 1 > 0).
You seem to be criticizing specific examples of quirks and then generalizing them to say that quirks are bad as a whole. That's not the case. PGI just made some silly choices for some mechs. That doesn't make the overall idea of the system bad, it just means their specific choices could use revision.
Kristov Kerensky, on 22 April 2015 - 01:04 PM, said:
...Oddly enough, NBT seasons usually had the Clans losing, not the IS. ...
Now imagine how much more drastically they would have won if they had used Clan tech of their own in those fights. They didn't win because of the IS tech, they won
in spite of it. If you can win a fight with one hand tied behind your back, you can become a destroyer of worlds by using both hands.
For Z beating everything, I'm referring to certain items that were just better than their other choices. For example, a PPC pretty handle beat an AC/5 or AC/10 outside of MWO, because of being heavier but not giving much in return. Or spamming multiple LRM5 was better than using larger tubes, because of saving weight and getting more crit rolls (1 crit roll per launcher). Gauss was pretty crazy and easily beat the majority of weapons available in BT, with its amazing blend of range, damage, and low heat. There are also very highly optimized supermechs like the Devastator, Hellstar, Wulfen, Blood Asp, etc. that didn't have any real drawbacks and were basically perfection. And there's also the entire Clan techbase...
There were also guns that were just pure trash and not really good for much, like the AC/2. Don't say "but anti-air!" because the LRM5 does 50% more damage to aircraft (TechManual says 3 damage to aerospace), and there are also other AA choices (like the Clan LPL for cheesemode). The IS Small Laser was another example, where having 1 ML was pretty much always better than 2 SL because the 2 SL sacrificed a lot of range but didn't do any more damage in exchange. And there's things like X-Pulse Lasers with stupid high heat, the mediocre Large Laser (450m range weapon with the same damage per heat as the 540m PPC? WTF?). There are also countless mechs that are really poorly designed...
Edited by FupDup, 22 April 2015 - 01:47 PM.