KBurn85, on 22 June 2016 - 05:57 PM, said:
Role warfare as I see it is completed. Light, mediums, heavy, assaults, snipers, scouters, harassers, pushers, pokers, close range, medium range, long range. There are plenty of roles.
I absolutely disagree with this. If that is role warfare, then practically every FPS in creation has role warfare. Quake 1 had role warfare, on account of people with rocket launchers having different roles than people with nailguns. This is the lowest you could possibly set the bar for role warfare, in my opinion.
KBurn85, on 22 June 2016 - 05:57 PM, said:
Couldn't care less about CW. It has been 3 years, and it still has many problems. CW can be replaced entirely by tournaments, which is better, more interesting, fairer, bigger rewards, easier to balance, and is e-sports, which is the direction Russ wants to take.
I would agree with all this.
KBurn85, on 22 June 2016 - 05:57 PM, said:
Info warfare might be interesting marginally, but at the end of the day, the team with the superior pilots will still win overwhelmingly. Its good to have but not critical. Put it this way, if you could install a 1-ton piece of equipment to show you which way a dorito is facing, would you? The only 2 important bits are the paper doll, and the minimap, which if, either of were removed, will cause riots, as seen yesterday.
I think it's a matter of balancing. Right now, you can spot a light mech at 800 meters almost immediately after it becomes visible. It's like 1,5 seconds or something, I don't remember. If Infotech quirks are implemented properly, light mechs could take twice as long to detect, and certain heavy and assault mechs may have sensors that always need twice as long to detect any mechs. So from 1,5 seconds, you now need 6 seconds to detect a light mech at 800 meter range. This is going to be a game changer, because it really creates a sliding scale in terms of stealth from a Dire Wolf to a Locust with ECM, instead of what we have now, which is a binary state where you either have ECM or you don't.
I really look forward to when Shadowcats will actually be stealthy just by virtue of their chassis' infotech quirks, rather than relying on ECM, for example.
KBurn85, on 22 June 2016 - 05:57 PM, said:
PvE is the next big step to bring players in. At this point, I think they've reached max saturation and reach to PvP players. All these additional features would just serve to stem the tide of players leaving. If they want to increase players, they must go down the PvE route.
I absolutely agree, and I think they're starting to realize this, but it's not happening as fast as I would have liked. Perhaps because they realize that PVE will actually steal players from PVP. Why buy mech packs if you're enjoying PVE against AI? The incentive is much smaller than in PVP.