Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Every single mechs only gets judged by those categories:
- can i boat something with it?
- do the quirks favor it even more?
You can turn virtually every chassis into something it never was meant to be.
Worst problem imho in this game. You can build whatever you want; it's not even expensive to do so. It should take ridiculous amounts of money to customice a mech from stock to the "current meta build", and the limitations should be much harder. AC20 in a raven's arm? LOL It's true that some mechs are able to carry big weapons despite their low tonnage, like the urbie. But they should be an exception, something that makes them unique.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Moreover, due to whichever reasons, you have two main-factions, one of which is generally much harder to win with and more expensive to buy and level. Units grab their pants and left. Usually you have to "pay" them, to join this side when you start another event.
With this i can't agree. The pricing for IS and Clans is about the same once you take into account Endo, Ferro, XL engines...etc. Only the stock mech is cheaper. Do you see many mechs running a stock build? Clans can boat DHS for 1 less slot each, so heat should only be an issue if you carry too many weapons or too few HS, clan endo and ferro take half the slots, clan weapons weights less, clan XL engines don't kill you when one side torso explodes, SSRM6 boats. Sorry, but from wave 1 until last month, the clans had the tech advantage imho. And the IS didn't have the numerical advantage to compensate. Now the balance is better, idk if it favors the IS or clans, but the gap was greatly reduced since wave 1.
Let me tell you my first experience using clan tech. I purchased a mad cat for cbills, and played it with the stock loadout for the first match. I got 2 kills, several assists, 500 ish damage. I think i never was able to do something like that in an IS mech in the first match with a stock build.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Imagine!
- Only the heavies and assaults can carry LL and PPC, AC20 and big lurm-throwers
Sized hardpoints have been proposed many times. Fitting an AC20 in a MG hardpoint is LOL at best. But again, there are light mechs that carry big weapons in their stock loadouts. Imho the hardpoint inflation should be limited by the number of hardpoints AND tonnage. Take the panther, it carries 1 ppc stock, 7 tons, but with the current system, the 8z (3 energy hardpoints in the right arm) can carry 3 LPL in that arm. That's 21 tons in an arm for a 35 ton mech, it shouldn't even be able to stand still.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
- LargeLasers do not do full damage from the start. Technically they are optimized to focus their "heat" at longer distances. So lets play with the idea of a LL making full-damage at 300m and above and the damage falls again from 9oo up.
--> No longer universal-laser-boats approaching LL blazing from 1300m and then entering a nice brawl.
You got long-range Firepower? Use it at longe range. You fear getting caught close up? Start using some small and medlaser as backup.
AS INTENDED!
This could be interesting, kind of like the ppc's, with an optimal range where the weapon deals max damage, if you shoot at a target that is closer, the damage is reduced progresively, same for targets beyond optimal range.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
- All mechs beeing able to carry every module to fulfill every role is contraproductive
Yes. Plus modules are plainly unfair for new players.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Give lights a role! Let them combine with their big brethren!
--> they ought to have the best sensors.
--> give them a beacon for artillery/Airtstrike.
--> Only assaults should be capable of a command-console (perhaps built in from the start) and thus able to call in artillery. Assaults target the beacon and call arty.
Both got XP. Both are forced to play together.
--> only lights can NARC and TAG
--> they should not be the ones killing 6 mechs and going out nearly unscathed.
They are supporting scouts.
As it is, its the only "mechanized" game I know, where the fast and light class can easily outclass his heavier enemies.
Class != role. Scouting is not the only thing that light mechs can do (BT lore says so). Scouting is not even viable or relevant on most maps, if PGI starts doing bigger maps it will be, as polar highlands demonstrated. Another problem is the rewards. A scout that locates the enemy and transmits the information to the team ("They are in H7 moving south") gets just the scouting bonus. Or nothing if the enemies have ECM cover. If he chooses to use an UAV, not only does he have to take a big risk by getting closer, he's loosing money. Rewards should be based on victory/defeat with small bonuses for kills, assists etc.
About artillery and air strikes, i'd love to see them only available to the drop commander, from the map. An example of what i mean would be, a light with tag paints one spot where the enemy is, the commander opens the map and has a interactive marker in the spot where the tag is hiting the ground. He clicks the dot and an option to launch an arty appears for him. I think this would be the realistic aproach to arty, and more or less what you meant, right?
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
All engines got a energy-limit.
Loading lasers needs energy. More lasers need more energy. Energy should be limited by the reactor.
You alpha with to many lasers? Got to wait longer for the recharge.
Wouldn't it be better to remove the perfect instant convergence? A max reactor output makes sense from a technological point of view. But that won't help eliminate the pee-ka-boo meta, a laser boat could shoot a big alpha, then hide and just wait a bit longer before the next alpha.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Give Clans some proper ballistic-weapons. One bullet. Done.
Even terms. Not more.
We already have the ******** hardpoints and the bigger target-surface.
Target surface? My catapults and quickdraws send their regards.
Omnis can change their hardpoints. All my is mechs send their regards.
One bullet --> lower TTK. I'd rather use multiple bullets for the IS ballistic weapons. Again, don't forget the tonnage discrepancy, clan weapons weight less, and the omnipods make boating easier.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
At the moment, and thats the plain truth, many players left the game and much more will follow, cause its
1. pointless to play, aside from the usual levelling
2. lopsided for 50% of the player-base (ok, its perhaps just 30% cause the rest isnt insane enough to play Clan)
I'd say those are not the only factors in play. Too many mechs compared to other content. Irrelevant CW. Playing the same 13 maps over and over and over and over. Only 3 game modes for the regular queue and 2 for CW. Leveling at least 3 variants for each chassis. Pricing. Boring laser meta. Small maps. Position at the time. The island. Other games. A player base with a high average age (more responsabilities in live, less free time)... etc.
Agamemnon78, on 24 January 2016 - 04:53 AM, said:
Its sad, but at the beginning you said, that you wanted the Clans making FEEL different.
At the moment its exactly so.
You feel outclassed by chassis which should be evenclassed or which should be outclassed by YOU.
You (un?)intentionally took every aspect of the battle-mechanics so hard-fought balanced before the clan-invasion, and gave them aspects which made them inferior. Not different. Inferior in (too) many aspects. Not all (thank god!).
Now you know how a lot of IS players felt after the clan injection, when dires, timbers and crows outclassed everything else.
Another thing i miss a lot in this game is not feeling like i'm in the BT universe. There is no backstory, in CW being part of a faction means nothing, and only the IS/clan choice has any impact. The clans are using mercs (lolwut?). Planets don't matter. etc.