jaxjace, on 25 November 2015 - 01:55 AM, said:
Actually, if we were being like in table top, TTK would be EVEN LOWER keep in mind, the technical armor values have been DOUBLED in this game. Mechs really are that fragile. You arent superman, you are a war machine, that is designed to fight in wars against other war machines for the sole purpose being that you are the best counter to another war machine.
Except in table top, it took a lot longer in real-world time to resolve things, adding to the sense that the battle takes time, and people typically had several mechs per team, so losing one to bad luck didn't make you go sit in the corner the rest of a match. It's not unlike a D&D battle that takes two hours to resolve real time, but only 10 rounds = 1 minute = to resolve in game-time.
Long story short, TTK is still way too low in this game, and pinpoint alpha weapons are too powerful. Many suggestions have been offered, in particular a cone of fire or some convergence changes, and the closest we've gotten is "ghost range" on lasers, a mechanic that made no sense and which still did nothing to address the overall pinpoint problem... because lasers are just a sub-set of it.