Gas Guzzler, on 06 May 2016 - 12:01 PM, said:
You are missing the point. For those who play this game at a high level, this IS a thinking man's shooter, the thinking just comes into play with positioning, team strategies, and tactics, not using more mouse buttons (which btw, my laser vomit Black Knight has 4 weapon groups and I use all of them). In what way do those builds you describe require you to 'think' more? The thinking comes into play in order to set yourself up for the "1 button fire all weapons" situation. Firing them in groups because of an arbitrary alpha strike limiter doesn't make you think more, it just means you are exposed for longer and will die faster.
Btw, standard PPC quirks work on ER PPCs as well so you ARE taking full advantage of that.
To a degree in agree. However the only thing alpha strike mechanic does is try to narrow having many weapons into 1 weapon for the sake of simplifying.
In many ways what you're talking about is simplification as an advantage - reducing tactical choices to limit potential mistakes. In the same way the current map design of funneling people into narrow areas reduces potential exposure and gives a more manageable tactical environment.
That's the exact same thing as the alpha strike setup. Doing the math to build a mech with 1 superweapon to maximize single location damage, minimize exposure and best consistent range performance.
The end result is removing complexity because keep it simple = kill secured. Is that more "thinking man's shooter"? I'm not so sure.
Would reducing weapon synergy to promote Franken builds, reducing TTK by reducing single alpha efficiency be a better environment?
To put another way, which is more tactical? A game where you carry a pistol, shotgun and sniper and can choose to discard 1 of those for 3 grenades, is that more tactical than a game where you've got 1 assault rifle that's effective in most all situations and everyone has grenades?
In the first situation it's about using the right weapon for the job and managing ammo for all 3. In the second the weapon is largely irrelevant- it's a damage stat that's consistent and effective. The strategy of the second is just positioning. Sometimes you get opponents using a pistol/shotgun you can beat just on principle of your better weapon but generally it's just being in the shoot first fade first situation.
The only reason I'm not more in favor of gimping alphas is that I'm not sure a Franken build environment would not limit loadouts just as much or that PGI would do so in a way that would improve the game.
Just saying though that the strategy of alpha strikes is based on reducing complexity and limiting competing strategies. It's not more thinking, it's actively reducing it to reduce potential mistakes.