Savage Wolf, on 09 August 2015 - 07:23 AM, said:
Exactly. Exactly. I know I know I ******* know that they are different. But that is really irrelevant if one is not better than the other overall!
But that still in no way gives any explination of why the stats that the Atlas has needs to be more expensive than what the Locusts has. They both have stats and those define their roles.
The stats on the atlas are valued more. Especially in a game where there is destruction to be had. More guns automatically makes the mech preferential.
However, make no mistake. That doesn't automatically mean the Atlas is superior currently it's better, but that has nothing to do with pricing).
Savage Wolf, on 09 August 2015 - 07:23 AM, said:
So, you DO believe that the Atlas is better than the Locust. And that is why. Finally, the actual point. Not because it is different, but because it is better.
For the millionth time: The Atlas is better at somethings, while the locust is better at others. I have said that multiple times.
At the end of the day, the Atlas has more stuff in it, so it costs more. If you get an Atlas with an XL 190 (impossible, because minimum engine size is 200), 3 DHS, 138 armor, and 6 SPLs, it would cost about as much as the locust with those upgrades. When you put more stuff in it, it costs more.
So the TL;DR is: when a mech has more stuff in it, it costs more, logically.
Savage Wolf, on 09 August 2015 - 07:23 AM, said:
Then let me ask you this, shouldn't the Atlas and the Locust be just as powerful in a multiplayer shooter where we are all expected to have equal chance of contributing to victory?
If not, then why are we not all just buying the most expensive mech and using that? Why ever bother using an inferior mech when eventually you will have grinded yourself to a better one?
1- Each mech has it's own strong suits, that locust might be weak for you, but I've mowed down entire lances in locusts.
2- At the end of the day, the real difference in price comes from the fact that you have more stuff in them. (there will still be a slight price difference because the Atlas has a LOT more internal health than the Locust, and you can't adjust that)
Strikeshadow, on 09 August 2015 - 08:34 AM, said:
I outlined for you that only about 25% of the mechs were unviable in competitive matches. Now in PUG server that was higher sure, but still the Nova Cat (the best mech in the game), the Daishi (Dire Wolf), Atlas (with 6erls, max reflective armor and a fast engine), Madcat, Madcat MKII, Vulture, Ryoken, Catapult, Thanatos, and Shadow Cat were all viable.
The BIG DIFFERENCE was that everybody owned ALL the mechs AND equipment so balance did NOT matter. Plus, you knew the map you were fighting on before you started so you could select a PRE-SAVED build for that map.
More like 50% of all mechs were unviable. Also, notice how the only viable mechs are all 75 tonners, and up? Even vultures were at the bottom of the barrel, and rarely were considered top tier competitive mechs.
However, that still doesn't change the fact that the game wasn't balanced. You had teams with skewed tonnages. If you brought a mech under 70 tons, you were hurting your team. If you got a mech with ballistic weapons, you were hurting your team. Basically, if you brought anything that didn't do insane amounts of laser vomit (hence why the Novacat was the king of the game), you were hurting your team. Meanwhile, 12 or so weapon systems were crap. Half the mechs were crap, and there was no real balance.
Look, MW4 was fun, but it was never balanced. The planetary leagues are the only ones where some semblance of balance existed, and that's because we had hard capped a lot of things, and placed limitations on teams.