Alwrath, on 18 October 2015 - 11:26 AM, said:
There are alot of IS mechs you can use in CW that are perfectly viable. Take the Hunchback 4G-4H-4P-4SP for example. All of them are competitive and excellent short range brawling mechs because of the quirks on them. Are they good for long range? No. But at least the Hunchback can kick ass in its intended role, because thats what the current quirk system does. It makes IS mechs competitive when otherwise they wouldent be. The system isnt perfect, but it needs to remain in place and PGI just has to keep up with incremental changes and dial down some of the no brainer offenders. Not throw in the towel like your proposing.
The quirk system is based on shoehorning mechs into certain weapon systems (defeating the purpose of customization) in order to counter overall superior tech. What that results in, is making certain IS mechs (and only very few) spectacular (look at community warfare) and leaving the others by the wayside... which incidentally reduces the viability of clan mechs (less customizable in many regards) to a few chassis that can match the super IS mechs...overall decreasing the TTK, customization, and fun.
Better to have a blanket balance between the techs (Like decreasing the maximum range on ER tech, and maybe even slowing their rate of fire) so they do more damage, at greater range, but also falloff faster, and shoot slower. That way it's a choice between shorter, higher DPS, with somewhat shorter max ranges, or farther, higher damage, with lower DPS. More choice, not less choice. Higher TTK, not lower TTK. The current system isn't really fun by itself. It's even *less* fun in a no-respawn environment.