Historically speaking, speed has always been a powerful weapon in war. The faster you are, the better you will be able to attack, defend, and counterattack. General Patton exemplified that in WWII, as did the German Army with its Blitzkireg.
Personally speaking, in virtually every game I play, I always go for a fast character with a lot of power. I like glass cannons because I believe that they are the best weapon to use. They have the power and speed to really wreck the enemy. Even if the character doesn't have the power levels I'd like, I'll still take it if it has the speed. Speed is life.
As for MWO, PGI should never have spread out the spawn points. It limits the team's mobility in the sense that it has to move to one of maybe two different sectors to group up right off the bat. This wastes time right out of the gate and puts slower teams at a significant disadvantage. If PGI would fix the drop zones back, then the gap between slow teams and fast teams would be somewhat mitigated, though not closed.
I can't say that having fast teams win more commonly than slow teams is a bad thing, because that's simply a part of strategy. If Team 1 is fast and hard-hitting, then it probably doesn't have a lot of defensive power. It's up to Team 2 to recognize that and use that fact to its advantage. I've seen strong defensive teams rally after losing as many as a lance of Mechs to a fast team, and then turn the tables and win through superior firepower, armor, and discipline.
Ultimately, these are the issues at stake:
1) Speed is more advantageous than armor.
2) PGI scattered the drop zones such that slow teams and Mechs are disadvantaged.
3) PGI is trying to build bigger maps, but it doesn't solve the problem since teams still have to group up with the slowest lance, and are therefore limited to a narrow selection of strategic options.
4) We don't need bigger maps quite as much as we need consolidated drops and better speed options. Let there be a new Unlock Tier beyond Mastery that grants specific bonuses to each class, with the Assault Class getting a second Speed Tweak boost.
5) Lastly, the speed disparity is felt most sharply in the Pugging queues where teams are generally disorganized. Pugs need to be cognizant of this and realize that taking a Dire Wolf into a pug drop will probably mean getting themselves killed. Personally, when I go pugging in an Assault, I only do it with fast Assaults like the BattleMaster or Zeus.
sycocys, on 19 October 2015 - 06:08 AM, said:
100% agree that the maps are no where near big enough.
Also I wonder how it would affect the overall speed issue if speed tweak only unlocked access to a module you could use?
It wouldn't affect the issue at all. Think about it. Everyone would use that module because it would be one of the best modules in the game. It would become standardized module equipment just like the Radar Deprivation Module is currently. The only difference is that it would be just another money sink.
Now, what PGI ought to do, is release a Speed Tweak Module for Assaults only. Let there be some class-specific modules to help develop role warfare and mitigate disparities between weight classes.
Edited by Nightmare1, 19 October 2015 - 09:42 AM.