Aresye Kerensky, on 27 November 2015 - 01:41 PM, said:
Don't forget pretty much all Clan lasers (including the CERML) are getting their max ranges nerfed as well.
My problem with quirks is that those, "1 situations," do end up being game breaking in terms of balance when they do come up, and that's a problem.
For example, about a month ago my Clan was playing in NBT. We were defending against a planetary assault, and the attacking force chose Alpine Peaks as their LZ.
We had a bunch of meta Clan mechs including EBJs, HBRs, and TBRs, in addition to a few salvaged IS mechs, mostly Firestarters and Wolverines.
The enemy team brought 4 TDR-5SS and 4 RVN-4X, all with ERLL.
There was NOTHING we could do. Both the TDR-5SS and RVN-4X outranged our CERLLs by at least a couple hundred meters, even with the range 5 modules and a targeting computer.
First game we tried to play range. They scratched us down to our internals before any of them were red. Second game we used cover and maneuvered to the closest we could get before pushing to get into our meta range of 600-900m. We were cored by the time we got into range. Third game we took some of our salvaged IS mechs to prevent losing more of our better Clan mechs, including the SHD-2K. Lo and behold, the SHD-2K ranges with its ERLL still couldn't come close to what the TDR-5SS and RVN-4X could do.
All 3 games 0-8. Both teams were of similar skilled players, in which we've beaten them many times before, and they've beaten us many times as well.
Yet that's not 'balance'. Counting on random chance to create that situation where suddenly you've got the advantage isn't 'tactical gameplay'. It's a byproduct of POOR GAME BALANCE.
Quirks are ****. They have always been ****, they will always be ****. They are a **** method of balancing a game and they need taken out back and shot in the back of the head, then left in an unmarked grave.
I'd love for Clan/IS mechs and gear to be way better balanced so that Clans can unlock engines and structure stuff, I wouldn't mind quirks (almost exclusively to structure/armor/mobility) being used to make poorly designed (i.e. low hardpoints or bad hitboxes) robbits have a good presence near better built robbits.
Then you can build strategy over more than 'I need to create this one situation where my poorly implemented quirks give me this one sort of advantage' or, more generally 'this particular setup is the overall top performer, we'll all take that, stick together and focus fire'.
The simple reality is that it will require MORE mechanics to make that happen - not less. Ideally something to replace ghost heat but otherwise more complexity, not less, to do that. Reducing data points just creates more either/or situations. Quirks are, at a fundamental level, a binary. A situational binary.
This is why I refunded my beloved Maddy and Whammy. I have absolutely no faith that PGI will really fix them. They will just try to juggle broken mechanics so that sometimes, when the stars align, they are all broken in opposite directions at the same time and it creates a sort of balance sorta thing. That's absolute and total **** and has no way to NOT fail.
I don't want to spend hundreds of dollars on a game that plays like a $7.99 early access steam game. No more spending money on what I *hope* MW:O will be or seems like it COULD be.