Gas Guzzler, on 23 March 2016 - 09:14 PM, said:
LOL don't make me laugh.
Lasers and Gauss, PPCs and Gauss, AC20 and SRMs, Lasers and SRMs, there are meta builds EVERYWHERE that use more than just lasers. The fact that you (or the many other whiners on the forums) aren't aware of them isn't the game's fault.
So much this, people still thinking the meta is dominated by strict laser vomit are just wrong. Lasers are still strong but there has been lots of diversification in the meta these last few months. SRM brawling specifically has become very strong.
The game only has 3 basic categories of weapons, and withing those categories there aren't that many alternatives either. Lasers are the basic run of the mill weapon in battletech, and battletech is also full of laser boats as well as other types of weapon boating, so it should be no surprise to anyone that weapon boating is both common and strong in any multiplayer game based on that lore.
The idea that you can somehow stop "boating", is simply delusional. There are basic game theoretic principles that drive gaming strategies, in all games, towards specialization. Without focusing on a specific tactic, you will win less, simple as that.
Even if you can make combinations of weapons be the meta, it will only be the meta because those weapons happen to synergize together like small pulse/srms or gauss/PPC or whatever.
Making the classic idea of a mixed general purpose build with non-synergistic weapons into a competitive alternative is simply impossible, sorry about that. Let it go. It's not just games either, in the real world specialization is even more central to success in both warfare of professional success or what have you.
Reality favors specialization (boating) and there is absolutely nothing you can do to stop that.
Take magic the gathering for example which I just played a tournament in, there are maybe 20-30 comp viable deck archetypes in the modern format at this point, which is
extremely diverse for any competitive scene I must say. But each and every one of those decks is totally specialized, just as in MWO you have to decide first how you are going to win with this deck and then you make the deck as good as possible at doing just that. In MWO we have our brawlers, laser midrange vomit, laser snipers, ballistic DPS fire liners and so on, in magic you have control decks, creature aggro, burn, feedback (I'm working on a madness/inspiration/discard based feedback deck, still not specialized enough to compete I'm afraid but very fun) and so on.
The point is that even in a game so much more complex than MWO you see the exact same logic at work, the meta is and will always be ruled by boats and other specialized builds.
My top of the head prediction for how a "alpha damage cap" type of system would change the meta:
Ballistic boating would be significantly buffed, because dakka by it's nature is low alpha/high DPS. There are already strong ballistic boats so unless PGI is careful with this new system we will se whining about "ballistic vomit" being the new standard complaint.
Midrange laser boat builds based around cycling such as the 6LL(3+3) stalker or battlemaster will also be stronger. (they already stay under 30 damage per burst). That should favor long range laser sniping even more than now. The 6LL stalker for example was already powerful back when it had to cycle 2+2+2, so as you see capping alphas don't actually discourage boating that much.
If SRMs and small pulses aren't excepted from the cap then brawling will be nerfed quite a bit I'm afraid.
For this reason I think it would be a good idea to have the cap scale with range, allowing higher no-penalty alphas the closer range weapons you are using. For example the extreme long range no-penalty max might be 20 damage (ERLL and ERPPC) and the extreme close cap might be 50 (SPLs and SRMs) and then a linear scaling between.
Edited by Sjorpha, 26 March 2016 - 01:35 AM.