Reno Blade, on 25 September 2015 - 02:55 AM, said:
Between extra heat and more facetime, the differences between boats and mixed builds would shrink.
If you don't mind the higher heat penalties, you can still boat, ofc.
But with our current GH limits, people build around them (e.g. 3LL + x ML for IS or 2LP+xML for Clan) already.
You're not accounting for the fact that your mixed loadout is still brutally disadvantage at the range I choose in a boated loadout, and that though the heat may rise. I'm still going to get a decent kill shot, before overheating.
My memory might be failing me, but I don't remember if you added scaling heat penalties (if your mech holds 80% heat for 3 seconds, ammo has a high chance of blowing up. Heatsinks have a high chance of giving out ... etc.)
That would be a much better way (in my own personal opinion) of bridging mixed builds, and boated builds.
However, this is all ignoring a very fundamental problem: Dictation of engagement range. Even though most stock mechs had varied loadouts for all ranges, that's not a smart way to build mechs.
From a manufacturer's perspective, it means the mech will always have a role to play, regardless of the theater it's on. However, tactically speaking, there is only one way to run an effective mixed mech: Being the fastest.
You need speed in order to dictate the engagement range at your own terms. If they have long range weapons, you want to be faster than them, so you can close into short range, and beat them there. They have short range weapons, you want to be faster, so you can keep distance between you and them, and kill them at range.
That versatility is a handicap if you are slower, and a boon, if you are faster. Since we can customize, and optimize our mechs, you'll rarely see mixed builds work well, unless they are the faster ones.
Even in BT tourneys, we rarely ran the mixed builds you see on stock mechs. Unless we had a mech that was really fast, that way we dictate the engagement range. I had 2 locusts, with SPLs, and MASC that I only used when I knew my opponent had LRM only mechs. Turn one, they cross the table straight into the LRM mech's minimum range, and with their speed, those LRMs are almost never hitting them, while they melt the mech to dust/keep it busy long enough for my other units to get into range, and win the main engagement.
Torezu, on 25 September 2015 - 11:13 AM, said:
Let's be honest, LRMs were never above the "useless" category in upper play, and even lower tiers still could nullify them without using ECM.