Johnny Z, on 03 March 2016 - 09:11 PM, said:
I didn't make up the term "Alpha Warrior Online" but its accurate.
You're certainly right in that the greatest reward is in high-damage alphas taken from a position of safety. But it's a symptom, not the disease.
I've actually been working on a remedy for that disease... like a lot of the other "think they're so smart" forum warriors. This one, though, doesn't just address one problem. It's a unified system that gets it's hands into everything. A core gameplay system. No band-aids. One of the best things it does is it treats different mechs differently, and modifies the behavior of weapons slightly depending on what they're mounted on and what they're doing. The goal is to encourage builds to play to the strengths of the chassis by providing greater rewards for doing so. In such a system, larger mechs are encouraged to use larger weapons, and play in a way that gives no benefit to using massed small weapons and hit-and-run playstyles. Conversely, lighter mechs are rewarded for those aspects.
It'd take way too long to describe how the system works in detail, but suffice it to say the Timberwolf could still laser vomit and poke, but it won't be as successful at it as mechs designed to boat small weapons and move quickly. And it will miss out on the rewards it might have received had it been built and played differently. It also makes sniping better, makes brawlers better brawlers, makes lights feel more nimble and assaults feel like unstoppable forces. And it's such a simple thing in practice to implement - but doesn't require fundementally altering how the game plays, like many of the convergence-centered ideas. It would even allow a better way than simple quirking to differentiate different chassis from each other, and would provide a layer of options to distinguish IS mechs from Clan mechs.
But the manner in which it addresses balance issues differently than the band-aids PGI comes up with, and what most of the community comes up with as alternatives, is that it doesn't merely add arbitrary restrictions to force players into more narrow acceptable corridors and produce one best meta for the whole lineup regardless of type and role... but rather makes different options more attractive for different mechs. And when you can produce situations where the best build options and playstyle on one mech are different from another without having to force the issue, you'll get rid of meta and the constant search for high-damage alphas.