Sean Lang, on 13 September 2015 - 10:26 PM, said:
I get what your saying, but as I pointed out in the video. I think it is important to fix some of the foundations of the issues we see with balance (skill tree values being tuned down is also coming on PTS soon).
So I'd say I don't think introducing new weapons systems is the answer, but if this is done and done correctly, introducing them will be a lot easier (balance wise) in the near future if PGI chooses.
Weapons are the foundation of the game, the building blocks of the mechlab. I look at a mech and it's hardpoints or available omnipods and think about what weapons I would like to use with it. Then I put those weapons on and add any necessary ammo. After that I start thinking about engines, heat sinks, armor distribution, etc. This game is all about killing the other guy so the weapon loadouts are paramount.
It could be argues that there are other aspects of a mech like hardpoints and hitboxes that are more foundational, but we as players have no control over those. What we can control is which weapons we choose for a mech, making them our building blocks. Everyone knows that any building with a bad foundation is in trouble.
Trying to balance other aspects of the game before balancing weapons is like trying to construct a building by starting with the roof: it is just going to waste a lot of time and cause a lot of frustration.
How can you possibly expect to give appropriate structure and armor quirks without balanced weapons? How can you determine a mech is so powerful that it needs to have some negative agility quirks if you have not balanced the weapons? How can you say a mech is so lacking in firepower that it needs big sensor and agility quirks to give it a role if you have not balanced the weapons?