Random Carnage, on 01 July 2016 - 04:00 PM, said:
I can't help feel a certain satisfaction about this situation. For a LONG time, when I raised the point of my Dire being so slow and un-maneuverable, the light fanboi's gleefully suggested that it was my fault for not taking a faster mech, rather than acknowledging that every mech should have it's place in the game.
Oh how the worm has turned.
Still, I expect a "correction" will be in the works at some point - unlike for the Dire.
The Dire is supposed to be a slow hulk though, able to pack an absurd amount of firepower because of that fact.
The problem is, because of how poorly designed the game has been from Day 1, light mechs have gotten routinely screwed over in just about everyway, shape and form, and this increase is size just happens to be the most glaring piece of visual evidence of that fact.
Because of how heavily weighted this game is towards damage output, light mechs can't complete with their medium/heavy/assault brethren when it comes to C-Bills/XP, this is made doubly worse by not having proper rewards for scouting/narcing/tagging/holding locks on enemy mechs, you know, scouting.
Then we come to the third point, being the maps themselves. The maps are simply too god damned small for lights to be able to scout properly, even huge maps like Alpine Peaks since you can see the enemy mechs pretty much as soon as you spawn in some spots. Don't need scouts when you don't have atmospheric affects to cloud your vision.
Until these issues are addressed, light mechs will continue to just be a sort of "hard mode" for people who want to challenge themselves, or people like Darian there who manage to adapt light mechs to the BS game mechanics MWO has suffered with since inception.
To Darian DelFord and the few people like him, major props.