Sereglach, on 15 June 2015 - 07:30 PM, said:
So . . . translation . . . "Only add something to the game if it enhances meta" is what I get out of that.
Well, the unit in question doesn't necessarily have to be a "meta" unit, but it should at least be able to hold its ground against such units.
If we're using PGI's tier scale of 1-5, with 1 being best and 5 being worst, mechs that can be at least tier 3 or so without even being quirked are the ones that make sense to prioritize. They will be used by many more players, and as preorder mechs they would probably rake in more cash unless we're talking about very specific super iconic mechs.
Sereglach, on 15 June 2015 - 07:30 PM, said:
IF we only added mechs to the game that enhanced some form of "usefulness" then we'd have less chassis in this game then most MechWarrior titles of the past. You could go through and cherry pick one chassis for IS and one for Clan for each tonnage rating, then call it a day. You could get away with 34 Chassis in MWO and "fulfill everything useful". Heck, you could probably cut it down to one per weight class (of course the most min-maxed super l33t mechs with the best geometry) open up the mechlab to fall in lines with classic TT and no limitations, and get by with 8 chassis. Oh how fun that would be.
For Battletech in general, there are over 600 chassis in existence; and many thousands of variants. Many of them are quite similar in purpose and application. However, I'm sure you'll find at least a handful of people, per chassis, who would have a desire to see them in MWO.
Well, this is because FASA didn't always make their mechs good. Some were made to be crappy, and would inherit their crappiness when ported over to this game. A few might become crappy by MWO's specific mechanics, while rare others might benefit (like the Firestarter for example).
If I were MWO president I would actually make a lot more effort to make all mechs reasonably decent, and thus I wouldn't have to avoid adding any specific mech out of fear of it being poopy, but I'm not the president of MWO so I don't get to make that call. It is what it is.
Sereglach, on 15 June 2015 - 07:30 PM, said:
You're only going to have 24 mechs in a typical match, and we already have 49 chassis in the game, averaging 4 variants a piece (almost 200 variants total), with 8 more (and their 32 variants) on the way. I don't expect to see most mechs any more than occasionally, with the most obscene performers quite regularly.
Even then, there's a point when mechs like the Commando or Kintaro are the giant robot equivalent of unicorns. They're kinda pointless right now, and I'm not sure when or if PGI will change that. I won't hold my breath on it.
Sereglach, on 15 June 2015 - 07:30 PM, said:
Now, as for some mechs being underperformers or over performers, there's this ongoing things called balance. The most extreme performers get brought down some to be within the acceptable range of power, while the most underperforming units get brought up some to be within the same acceptable range of power. It's an ongoing process that never ends. Kintaros might not be useful now, in your eyes (I still see a fair number of them around), but that doesn't mean they're going to always be that way.
On the other hand, I don't think the "superquirked" mechs should exist, and there are plenty of other ways to balance them. It's still quite early for the quirk system, and there's still plenty of balancing to do. That doesn't mean you just flat out kill something before it ever shows up.
Most balancing has slowed down, and most quirks/buffs in modern day are pretty "meh" ones (i.e. look at many of the resistance mechs or some of the Clan quirked mechs). Quirk assignment is also grossly inequal in some cases, like when you compare the Dragon 1N to all of the other Dragons (the former gets good buffs but the latter are still bleh).
Focusing on mechs that are good right out of the box means we don't have to worry as much about trying to buff them, because they might not even need it in the first place.
Kageru Ikazuchi, on 15 June 2015 - 07:42 PM, said:
In general, there are a handful of really superior 'mechs, a huge amount of "about average" 'mechs, and a handful of really crappy 'mechs.
Wouldn't it make more sense to nerf the really superior 'mechs down into the "about average" pack, rather than keep the power creep building?
'Mechs that overpower every other 'mech take away variety.
Example question: How hard would you have to nerf the majority of light mechs to make the Commando or Spider 5V seem decent in comparison? That's the point I'm trying to make.
I'm not saying we should pick future mechs that are superior to the mechs we have, I'm saying we should pick future mechs that can put up a good fight against what we have now and give them a bloody nose before going down.