MischiefSC, on 16 June 2016 - 08:15 PM, said:
How many roles do you see? Be generous. Suppose you had spent the money to get a great coding team and we're willing to invest in IW as part of a role warfare approach to mech balance.
It honestly depends, I look at a game like Overwatch where there are a few roles, but how those characters achieve those roles are a bit different. For example Reaper, Tracer, and Genji are all flankers, but the circumstances in which you would use one over the other differs because each have their strengths and weaknesses, their "flavor" is what keeps them useful because they are distinct enough from each other and they play differently enough.
My problem with MWO is that mechs are much less distinct, things like ECM, MASC, and JJs are great at this but with customization as open as it is, mechs aren't necessarily forced into taking maybe the less optimal route. Honestly optimization is kind of the bane of diversity. If I had my choice, more equipment like ECM, MASC, and JJs would be included to help make mechs a little more distinct, the Cyclop's special equipment that's been hinted at is nice example and attempt, but imo it isn't enough.
MischiefSC, on 16 June 2016 - 08:15 PM, said:
Really its play style, trying to ensure that everything is niche rather than trying to allow something to be too dominant or versatile (like mid-range wub in PUGs for example).
I know this is more abstract and not concrete enough details, but this is a rather complex topic, but its one that I've felt games like TF2 and Overwatch have done fairly well, but they also have spent more time and thought into how they want each character to fit into the overall puzzle, and that's really one of the main things that I feel like this game is lacking.
Edited by Quicksilver Kalasa, 16 June 2016 - 08:45 PM.