Quicksilver Kalasa, on 04 March 2016 - 08:41 AM, said:
Here is the problem, both are currently fairly viable. Could brawling be better, yes, because it is still not quite strong enough on some of the more mid-range dominant maps imo, but it is still very close to being viable on most maps. The reason you don't see it as much in PUGs is for that very reason, forcing the brawl requires coordination and sometimes a sacrifice.
I didn't say they weren't. We aren't talking about now. We're talking about the dangers of nerfing SRM's.
Going back to where this started:
Ultimax, on 03 March 2016 - 08:44 PM, said:
What are you smoking man?
SRM-bomb builds are exceptionally strong right now.
If you think that this system is only to curb laser alphas you are deluding yourself.
El Bandito, on 03 March 2016 - 08:53 PM, said:
SRMs have 270 max range, and horrible accuracy at that range. To use them effectively, one has to get into brawl range, and I am 100% fine with more brawls happening in MWO. Better than peek-a-booing 700 meters away.
This system isn't just to curb laser alphas, it'll encompass everything. And that's ok, but it'll need scaling for SRM's(amoungst other things), because SRM's are a high damage weapon with severe disadvantages to make up for that.
While I do think the system needs to be based off damage (not yet another resource, that's terrible) each weapon needs a factor (as to how much one point of damage matters) - for example:
LPL: 1
SRM: .8
So an LPL contributes 11*1=11pts towards the limit, while an SRM6 contributes 12*0.8=9.6 towards the limit
Or something like that.
El Bandito's fear is that this system will severely impact brawling weapons, which rely on higher than normal damage due to very short range. So, his concern is that if they implement a system based solely off damage, it'll effectively nerf brawling weapons more than ranged weapons, shifting brawling:ranged balance further towards ranged.
As I've been saying in this discussion, if brawling:ranged damage shifts from a relatively balanced state (as we have now) to a more ranged oriented situation, brawling essentially vanishes from all levels of play.
On the other hand, if they're careful not to nerf brawling, even if they buff it a bit, ranged play still remains perfectly viable, even if it's not optimal.