Malcolm Decker, on 18 May 2015 - 09:31 PM, said:
Look the cold hard truth that no one wants to hear is that a more "diverse" build that features a mix of weapons is never going to be optimal in this type of game. This is not English Literature class. Subjective interpretation carries no weight. It is simple math. There will always be a "best" build objectively speaking in terms of damage output, range, etc. and anything else is sub-optimal. Furthermore, because it's a shooter game, the build that can put the most damage in a single component in the shortest amount of time is going to be the go-to build for skilled players that like winning.
It is the nature of a multiplayer game. The smartest, most competitive players are going to break down the numbers and find the most efficient and powerful builds for the role they want to play. Most of the time you end up with some kind of min-maxed setup just like you see with current TBR, SCR, or Stalker 4N laser vomit. These players will then proceed to faceroll all of the more casual or inexperienced players running other, lesser builds.
The laser nerf will just herald the return of gauss spam since that's generally the only other viable weapon for the clans right now. How long before those are nerfed too after complaints regarding the inevitable gauss/ppc/AC boating? History has just been repeating itself since closed beta. What's worse from a business perspective is that I have held off on making further MC and package purchases due to the massive level of uncertainty regarding the future of any chassis or weapon.
What we really want to see is a true fix to hit detection and HSR issues and a new approach to balance that seeks to make each and every type of weapon viable. Trying to nerf down the best mech/weapon combo every time it appears is not balance, it is just a temporary solution that only lasts as long as it takes for players to crunch a few numbers to find the next "OP" mech/weapon combo. The entire system needs a reboot.
Some people need to understand that nobody sane thinks that there can be no meta.
The issue is the gap between the meta mechs and builds and the average mechs and builds; plus the gap between the average mechs and builds and worst possible mechs.
When
equally skilled teams will do a CW match against each other, where one team has top meta mechs only, while players from the other team build their drop decks according to their own preferences (still aimed at teamwork and picked strategy, mind you), what will the result of that match be?
Yes, the meta team will win. If the skill level is absolutely equal, they will always win. But by what margin?
If the meta team stomps the custom team 48-<one digit number>, the balance is downright terrible.
If the meta team wins by a small margin, like 48-45 the balance is nearly perfect.
I believe new meta mechs will not be as overperforming as the old ones were, because if they were so good, they would be the meta mechs already, not in 15 hours from now. This is a good thing.
The PGI does what should be done. They buff the weaklings and nerf the overperformers. Quirks aren't the best possible way to do it, true. They often do not address the very reason why a mech is overperforming. Still, latest ones do their job most of the time, as forced as they sometimes are.
EDIT: grammar, spelling
Edited by Prof RJ Gumby, 19 May 2015 - 12:34 AM.