Malachy Karrde, on 23 April 2016 - 10:04 PM, said:
Well thought out post. I've always thought that weapons in mwo do too much damage. Mechs in the books were tough. Mechs in the previous games were tough. It should take a minute or two of pounding on someone to take them down. Maps are too big, and being able to alpha someone down in one or two shots is just ridiculous.
One minute is a very long time in a video game two minutes in an eternity. But,I do also feel that that time to kill is on the short side. A slight adjustment that increases the time needed to utterly slag a mech one vs one would be a good thing and it would encourage cooperative tactics by requiring two plus mechs to focus down a single target to aquire that near instant kill time we currently "enjoy" .
My choice would be to go in the direction of a meaningful heat scale with accumulative penalties for over heating that reduced the performance of a mech. This would allow for an alpha strike every so often instead of as the primary attack option. if you opt to spam alpha strikes then be prepared to have you mobility and/or accuracy impaired because of it.
Maps are in actuality way way too small. And I will explain.
The smaller a map is the less import manuvering becomes and the movements of teams becomes more predictable. A small map removes the need to think about where to go and how to do it because ...
One: even the slowest of mechs can reach any point on our smallest maps is a very short amount of time.Speed is no longer an important choice when you only need to plod to the same old spot and point in the same direction match after match.Having to think about where to deploy is equally meaningless if you can quickly redeploy because the map is tiny.
Two: Small maps limit potential avenues of approach.With predictability comes routine with routine comes ZZZzzzzzz boring. As it is now our maps are highly predictable with nearly every skirmish (and I say skirmish because,it's all about the skirmish with MWo players) occuring on the same map grids time after time.
Three: Small maps destroy any need for role warfare. Do we need fast scouts if we always know where the enemy will go and why bother we will be in visual range in a second or two because ...tiny map. Do we need medium mechs to rapidly deploy to hotspots to attack or defend objectives and hold until the big boys get there? nope we don't even have objectives really and why split off your faster mechs from the rest of the group if the map is so tiny you can cross it in a 2 minutes even at 50 kph?
If anything we need larger maps with dynamicly placed drop zones and objectives. If we don't know where the enemy landed or even where the objective will be scouting becomes very important. Finding the objectives earlier allows for the deployment of your heavy hitters before the enemy can respond with their assault mechs. Skirmishing fast attack mechs deployed to slow down approaching heavy and assault mechs is meaningful on a larger map.
So much of the game's strategy and tactics changes when role warfare is meaningful and making strategic and tactical choices are meaningful.
As it is now we all know that G9 is the place to go on forest colony every fricken time and it doesn't mater if you get there by moving 50 or 150 kph you will be there in time.