MischiefSC, on 02 July 2016 - 03:40 AM, said:
I hear these sorts of arguments all the time. We had similar arguments about the TBR when it first came out - when Clans were first released. They were beatable, you 'just had to play right'.
Tell you what - if Scouting dropped to 45 tons, what do you think would happen? Would scout queue play out exactly as it does now in terms of which side wins all the time?
Again, I have no issue with skillcrows. The new Nova is a bigger threat IMO. However if you pug in a Clan drop and an IS drop you'll see the difference - it's not that Clan pugs are incredibly good at communicating - Clan pugs are, in general, just as bad as IS pugs. For some factions they are considered worse.
So if Scout tonnage drops to 45 and suddenly Clan scout queues are getting crushed all day because Blackjack, Cicada and Oxide > Fridge, ACH and Jenner2C in pug v pug so that your faction mate pugs are losing 2 matches for every one you win... well, the problem is just your side doesn't know how to Scout?
Remember when balance strongly favored the Clans and it was a race to see which Clan got to Terra first because even against good teams on the IS side who still played back in CW1? It was all 'GIT GUD' right up until tech got rebalanced and suddenly.... Clans were back at their homeworlds. Which was still the case in CW 2.5, right up until Scouting came out and Clans could take worlds under LT all day/night.
You don't see the correlation there? This doesn't strike me as complex. Scouting reveals how bad the games balance is in an overall sense and how quirks don't fix that - they just cover it up when everyone has access to the handful of mechs quirked up to deal with 8v8/12v12 environments. So between scouting being a showcase for bad balance issues in game design and LT being superior to even ghost drops at getting people to quit playing FW are we really going to repeat this whole 'oh it's totally balanced if you just play right' bit for the umpteenth time?
When you have matches between bad players where one side needs to aim and the other doesn't it is, amazingly enough, a balance issue for that 70% of players who are really, really not that good. Stack with this the firepower advantage Clans have at lighter weights (SPLs being a great example and builds with 12e hardpoints, half tonnage SRMs, etc. etc) and you have an environment where you need skilled players in a team with the right synergy deck to even the field.
That's not balance. It never was.
I've always stated that Clan mechs punish poor enemies. It punishes enemies who stare, who stand still, who take no evasive action, and do not play to their tech's particular strengths. However, I've also always said that IS advantages often exceed Clan ones in the hands of good pilots.
Like for like, in the medium bracket, IS mechs hold a serious advantage. A lack of ability to utilize the tools is a user error, not a mech error, and it isn't a great idea to balance based on the
worst skill levels in the game. It's far better to balance on the top end so that there is an actual skill ceiling, as opposed to a true state of derpwarrior online which would happen if everything was balanced to the lowest common denominator. Further, if we lowered the tonnage to 45 tons, the Clans would be extremely disadvantaged given we have nothing in the 40-45 range that can output the kind of hurt the Blackjack can. If we had the Pouncer, sure, why not, but our 45 ton options favor speed more than firepower, as will the Viper.
Edit: 50 ton slot looks more interesting as a cap. Clears the top end mediums of both tech trees without crippling either side's options, which could diversify the field quite a bit.
Skillcrows are awful mechs, functionally. But for two totally different reasons on two ends of the spectrum. Against mediums armed with brawling weapons that require the slightest amount of aiming, they are toast. Absolutely outclassed in every way, shape, and form. However, against light mechs they are
far too effective. Personally, I'd love to see SSRM on both IS and Clan side get their
HP per missile reduced by half, and the
SSRM 4 and 6 of (eventually) both tech lines shoot out missiles 2 at a time, as opposed to one clump of missiles. That way AMS can act as a good counter pick to reduce the effectiveness of a weapon system that requires no actual skill to utilize.
Of course, that doesn't do anything to improve how much they suck against mediums, but, frankly, I don't care. Self-guided weapon systems should never be as effective as manually placed weapons,
anyways, in my book. Those changes might warrant a decreased cooldown for the 4 and 6, however.
Edited by Pariah Devalis, 02 July 2016 - 05:41 AM.