PhoenixFire55, on 08 May 2016 - 08:06 AM, said:
Sigh ... all the same clueless comments again.
1v1 fight is the only way to determine TTK. Because when you measure TTK in a situation of 1 mech vs 12 mechs firing line this is simply ret@rded. In TT, or MW3/4 it would be an instant death all the same when you have 12 mechs firing at 1. If you are dumb enough to run alone into several enemy mechs you deserve to die that instant. End of story.
Maps are way too small and that creates a great concentration of firepower in every battle. Even big maps like Alpine, new Forest Colony etc. do not see any engagements happening anywhere but the small areas near the middle. There is no incentive at all to split forces, no reasons to actually scout, capture and hold cap points etc., thus the murderball strategy is in nearly all cases a winning strategy. CW maps also have idiotic design with 2-3 chokepoints you have to move through, which again forces a great concentration of forces on both ends of those.
We've talked about instant automatic convergence that allows huge alphas into the same component a million times, but PGI will never stray away from it because they are 1) too dumb to implement a proper mechanics in the first place 2) their ****** servers won't be able to cope with additional load of calculating convergence.
In TT one gauss rifle or one CERPPC can instantly kill any mech via a headshot. I'm sure people bringing TT into this discussion will surely like that to be the case in MWO as well, eh?
This right here is what I take the most issue with.
There's a reason PGI made the "head" hitbox so ridiculously small. Because with FPS aiming mechanics it would be headshot-after-headshot ad nauseum. There's a reason why armor/structure values what they were in TT to begin with, and why PGI had to subsequently double them a few years back.
Did you watch the CGL vs HBS BT game a while back? Jordan Weissman's Atlas took a through-armor-crit right to the bloody face in like the second round.
You have to be extremely lucky with your dice rolls to get a headshot.
There is no element of luck in MWO currently, the exception being the occasional dual-guass or arty/air strike headshot, but even those are few and far between so as to almost be considered flukes.
All MWO is right now is load up your mech with the best combination of lasers/ac/gauss depending on the mech to avoid ghost heat, and just blast away like you're playing CoD until the enemy is dead.
F***ING.
BORING.
That's what MWO is right now.
Even PGI finally acknowledges that TTK is way too low right now due to insane, pinpoint alphas and DPS builds after the alpha. But you can thank the "Twitch Shooter E-Sport L33T $KILL$ Meta Humper" sub group for that. Until PGI finally curb stomps the alpha-strike mentality, MWO will continue down that road.
And it shouldn't have started down that road to begin with.