k05h3lk1n, on 17 November 2015 - 10:45 AM, said:
No, there's a couple of chassis per weight class which are considered meta but the quirks made alot of old chassis good again. There will always be only a couple of chassis which are considered meta, that's the name of the game, but compared to pre-quirks alot of chassis are really viable these days, even if they aren't meta.
Meta is also tied to the available tonnage/podspace, hardpoints+hardpoint layout and hitboxes which often aren't easily balanced by the current quirk system.
Yes. You said exactly what I said. I never said meta. I said considered "good". I promise you that whatever the current meta is, there's a select few chassis in each weight class that are the "norm", not "good". I've never used meta builds (well now I see lasers are the current meta so my LL boats might finally get some kudos after 4 years). I have, however, used "good" chassis. Even with quirks you still have a select few chassis that are just generally considered flat out better than other chassis.
Quirks were around before I left. I've played with quirks. I've read and kept up with things (I just have no practical experience recently to comment on actual balancing of weapons and such). You get the exact same (and I do mean exact same) arguments you got 4 years ago.
If an issue persists for 4 years and it's a constant talking point on the forums and players (new and old alike) agree that something is "broken", then chances are it goes well beyond fanboyism, white knighting, trolling, etc.
There is and always has been a huge discrepancy in usefullness of mechs. Drop decks didn't help because you get one generic drop deck for every single type of mission. A very simplistic and easy way to see more variety in mechs and loadouts and drop decks? Alter drop deck weights based on mission type.
Going on an initial recon or harassment type mission? Great! Your drop deck for all 4 mechs is now 180 tons for attacker and xx tons for defender. Problem solved. You're always going to get metas within thouse boundaries, but by offering a variety of mission types and weight restrictions.
Want to help diversify more? That's also easy to implement. PUt weight class restrictions on the drop decks as well. The above example? Simply add in class restrictions.
180 tons and no assualts, limit one heavy mech, and no mechs that travel under 70/kph
See that? It's a very simplistic way to add more depth to just about every aspect of the game.
Want to stop "cheese" decks of 4 identical mechs? Add in a limitation of no duplicate chassis.
See how easy that was? See how simplistic i was? It required absolutely zero reworking of maps, mechs, weapons, balancing, the CW system, etc. The only thing it requires is a few lines of code to put in place different drop deck limitations.
Instead of 2 mission types?
You already have every game mode you need to increase mission types.
Planet A is owned 100% by Faction A.
Faction B wants to attack Planet A.
Faction B must first start with those "light" missions and successfully take xx% of planetary control before they can progress and launch "heavier" missions with heavier drop deck options.
Mission Example layout. Using the above example I'll show you how it would work from stage 1 and how the missions would progress.
Faction B attacks planet in above scenario. Mission options available.
Skrmish
Recon
Hit and Run
Each of the above missions can net up to x % of the planetary control
Once Faction B has acquired 20% of a planet they gain access to the next tier of missions.
Beachhead
Forward operating post
Assault
Each of the above can net up to x% of the planetary control.
Once they hit 50% they gain access to the final tier
Capitol assault
Sabotage
Same as above. Each tier and mission type has a separate drop deck requirement. If the defending faction wins then they receive the net gain of planetary %.
Everything needed for every single one of those missions is already coded into the game. Capture points, timers, bases, base defenses, etc. That simple change and adjustment would add all the diversity you want.
Please note, all of the above examples are just that, examples. Please don't bother replying with specific details on numbers and such. All of that can easily be adjusted to ensure balance and diversity while increasing the depth of the entire game.