I'll respond in this thread to avoid crossposting:
Prof RJ Gumby, on 08 June 2016 - 01:56 PM, said:
Better? Well optimised? Without the deathball problem? Oh my, things must have changed drastically since I played WoT last time. Like, extremely drastically.
When were you playing the last time?
But yes, the optimization there is way better then here, and in addition MWO has the following problems:
1) Mechs are just bags full of HP, armour is HP and structure is HP. There is no actual armour and penetration mechanic, it's all about damage numbers, that's why many guns make Mechs dead, simple and stupid. => Deathballs. Very little positioning game besides of being in a position where more allied than enemy guns are.
2) Missing information warfare. Sure, MWO simulates you being the pilot himself, that's why you see everything you see and not what an abstract tank commander's range is (the sensors partly replace this mechanic). But it also leaves out too much of the infowar stuff that is present Battletech, and as a result spotting, information ans stuff is much less a thing here than in WoT. Instead you just have to have more guns in place, again.
While lights being small and fast damage dealers is in WoT suspected to be a problem in terms of roles diversity, in MWO there is not even a doubt they are not for spotting.
3) Mechs are almost permanently capable of firing something, catching one on cooldown works mainly in theory. Rather you just have to throw more damage pew, wub and dakka numbers on the enemy HP bags before one of you hides.
Sorry for getting repetitive.
The problems in WoT are more all the stock tank suffering (in MWO a Mech takes one evening to become 'basic' at least), but I'd consider this minor in comparison. The biggest advantage in MWO is a functioning player interaction; most players have VOIP on and it works, they use it for coordinating the tactics. In WoT
this is the picture players have of each other. Almost every single one of them. The rest is mostly drunk or minor.