So after being told that it's not power creep unless the IS outclasses the Clans... I wanted to point out that power creep has been a rampantly steady thing in MWO for a long... long time.
Lets begin with closed beta. Back then when the skill tree was first introduced into the game itself, it gave intervals of 2.5% for basics, then at Elite you got 5% for basics, and at Master you got 7.5%.
Then it was 4%, 8%, 12%. It grew and grew until it hit 7.5 to 27.5% for basics and once you hit elites your basics go 15 to 55% Seriously, 55%?! It stayed there, and only recently they talked about bringing it down.
Despite how this was on the agenda in 2013. And people cried when it happened.
In fact before the game was even started,
skill trees were going to be BRANCHING. You had to choose, THIS or THAT. Better this, or improved that? Official PGI-made Diagram Circa Feb 3rd,
2012.
But the power creep began before that, even, with the Dragon. PGI wanted to bring in BT's Design Quirks. The Dragon was the first experiment. An improved Gyro keeps the Dragon more steady than usual mechs of its size. PGI's implementation however was "For ramming purposes, Dragon weighs 100 tons." The result, 100 tons + 81+ kph = Dragon Bowling! Surprise? Nope.
But wait, power creep began even before then! When MWO only had a Jenner, Hunchback, Catapult and Atlas we already had power creep. It came in the form of 3x or greater firing rates to BT weapons with 100% rated damage and heat in a single firing. This first and foremost was the very first stage of power creep in MWO. These weapons had pinpoint accuracy but was managed by delayed convergence, meaning each time the distance to target changed dramatically, the 'reticule' gradually went from 1 meter to where the target actually was in the travel time of 1 second. Of course that got removed, but the pinpoint instant accuracy with front loaded damage never did.
Having the weapons front loaded from their "10 second summary" results (even a 5 second summary result would have been significantly preferable to how they are now), PGI has created a monster of power creep. Normal BT speeds aren't adequate to fight THAT kind of firepower, with as many hardpoints as PGI is cramming on things because "not enough hardpoints, worthless mech". Not only that but our 1x armor/structure isn't enough, so double it! Our double heatsinks are too powerful with tiny weapon loadouts of 4 medium lasers WHEN using our power-creeped "pro skillz tree", so nerf DHS!
Now not only do we need more ammunition than would EVER make sense in Battletech, we need more tonnage to carry that ammo AND enough heatsinks to function AND we need faster engines! Insert the
requirement of XL engines! Insert astronomical prices for repair and rearm! Now bring in Clans when standard engines aren't particularly viable, so we need to quirk the IS. But IS is too strong, so we quirk the Clans. Wait, Clans too strong, quirk the IS some moar!
Then there's the range dilemma. While not expressly stated in the rules, the lore of Clan weapons is that their established "long ranges" are the highest expected ranges of the typical freeborn Clan pilot equipped with the Clan weapon on a Clan machine's accuracy and precision when targeting a stationary 'Mech of average size. Not just the weapon itself, but with the stability and accuracy of a Clan machine in the hands of a hardened Clan pilot. So it's a combination of things. It's not take Clan weapon, put in IS machine, instant win. Not only that, but that's the norm for hitting a stationary machine (mind you the Mechs are not as big as they are in MWO, Bt's tallest mech as of 3055 was the Executioner. Meaning 14.4 meters was the tallest thing you EVER saw barreling towards you with autocannons and PPCs at the ready.
Short of something flying anyway. So back to the weapons: The way MWO is set up, the "Long Range" is the "optimal range" at which you'll do full damage, and you're damn near pinpoint accurate regardless of range (short of bullet drop). Here comes the kicker: This allows a b.s. lead to Clan tech. It should be Clan tech is more accurate to their range, while IS tech falls short of accuracy. Weaker lasers, sure. I could buy that. But weaker autocannons at Clan range with IS tech? Just b.s. They should be less accurate to that range but still full damage so if you have the skill to make those shots hit they had better wreck someone's ****! Clan/IS LRMs? By making Clan LRMs stream, they actually make them MORE likely to make better hits even if you are also more likely to shoot more down. Instead, make them all stream (AMS needs more help anyway), but then be more lore appropriate. Clan LRMs fire straight forward, IS LRMs fire up and over. This is the original reason for the IS 180 meter min ACCURACY range over the Clan no min accuracy range for LRMs. Stream fired and firing forward, Clan LRMs are actually less likely to hit faster, smaller targets as it should be.
Overall, IS/Clan missiles should fire once per cycle, doing full damage. Ballistics, akin to their lore, should be churning out "4 to 100" shots per cycle, with variants custom made for different mechs (a far better solution to 'quirks', with optional variants of each weapon so that players can gear towards firing less often with more front-loaded weaponry or being able to fire more often with less front-loaded DPS-oriented weaponry). Lasers, it is said the average medium laser is fired 3 times in 10 seconds, so basically if we keep the current firing rate but split the heat and damage to a single cycle (aka rated for 10 seconds)... Well damn, we can have 1x armor and smaller mechs will be significantly more capable of fighting... without having to resort to high speeds and XL engines. We could even have brawling lights. XL dependence could drop significantly, removing most of the initial power creep we've suffered.
To elaborate better,
please refer to this post about the differences between Atlas variants with a lore spin on stock weapon variants.
If we had BT Campaign "Customization" rules instead of BT "Make your own mech Construction" rules for MWO's customization, variants would mean shitloads more than "Bro, do you even hardpoint?" Even within a chassis, you may choose one variant for vastly superior armor, or another for awesome firepower, or another for incredible speed, or even improved speed/armor, or better armor/firepower, or a speedy glass cannon. You get this in return for sacrifice in that. Or even a fairly balanced all 'rounder like say the Hunchback.
A brief but extremely incomplete demonstration of this to try for yourself can be found
here.
What I'm saying is that Quirks are the latest in a sea of power creep bulldung that's been slung in our faces in the form of bandaid after bandaid after quick fix after strips of ductape to keep our bettying down to a minimum about "Omg balance!" and "Zomg broken!" and "why so powerful?" and "Why so weak?" Power creep has been bouncing up and down, but it's steadily been getting worse and worse... and what I hate to say but have to say is this:
It's been here since day one.
Edit: Added links.
Edited by Koniving, 09 January 2016 - 08:00 AM.