Tycho von Gagern, on 12 July 2016 - 08:30 AM, said:
I remember your name Tycho
The AC2 is paradigmatic for the weapon handling and the issues with weapons in MWO.
The AC2 back before the nerf was indeed a very capable and powerful weapon - at least when you did mount two guns. But it started to become OP when you had 3 or more.
This is also the case for all weapons in this game - each and every: 1 worthless, 2 OK, 3 OP (yes hyperbole)
As usually MWO seems to have no real concept.
Look - you need roles it is even a pillar of MWO. role-warfare; and role-warfare isn't limited to Scout, Missileboat, Brawler - it starts with the guns.
Again
Wandering Samurai seems to have done a much better job.
AC 2 and AC 5 - anti-air = check (oh they had their own problems) but usually those guns were useless fighting Mechs or Tanks. The bigger guns did behave completely different.
While in MWO its all the same just with TT damage (bad design decision) and different ranges (not linked to speed) TT heat (bad design) and different Rate Of Fires (not enough)
You can add that usually a change of today is invalidated by a change tomorrow. Take for example the AC 10.
It was granted more ammunition to have more worth for Mechs like Summoner, Orion, Gargoyle. But this gun already had an excellent range/heat/damage ratio - the only problem was it was mediocre - its 10 point damage was worthless vs double armor even when you hit with every shot - other guns (primary LPL) gave you a better weight/damage ratio - and energy hps are more common and not limited to size.
However when you be able to boat this gun (1 meh, 2 ok, 3op) things change drastically.
We don't have a IS Mech capable of having 3 AC 10s jet (Ilya but that is a slow big target with XL engine) but with maybe a Cerberus or Annihilator this would change.
The KDK-3 for example well while Quad UAC10 was obviously as soon as the KDK was available for sale i thought it wouldn't be that bad - with 0.14sec delay between the shots. But look at the numbers (the Daka Whale - featured 6 UAC5s - at first without ghost heat. 3 pellets per shot each 1.667 dmg. That sumed up to 10dmg every 0.13sec.
It was the way to go.
Now the KDK-3 (well at least it seems that the UAC10 finally got ghost heat too?) - anyhow we are speaking today about 3 pellets each 3.33dmg and every 0.11sec (0.03sec doesn't sound much but it sums up) so we are talking about 13.32dmg every 0.11sec this Mech is even more dangerous as the Daka Whale, not even to mention speed, and location of the HPs.
As said missing concepts is one of the biggest issue of this game - maybe there is a concept but none of us seems to understand the red-line. That means Paul is either a genius and has more intelligence as the whole community (swarm inteligence) - or everything is done by feel.
Anyhow - MWO has exactly one thing that no other games seem to offer. The Droplead and group gameplay. I think most of the game we see today is based on the making of different queues for SOLO and Group - without providing a VoIP or Command wheel at the very same moment. Not to forget about ECM and the missing Doritos. ECM was extremely powerful in SoloPug games - and it is still.
I provided dc for solo drops during closed and open beta until the day ECM was introduced. The good thing was usually I dropped in a group of 3-4 players and this was the backbone of our team - the other solos got guidance and were assisted. So not the pug farming group but the pug assisting group - of course something like this shouldn't exist and the queues were split. PLUS the game changed from 8vs8 to 12v12. Everything without proper communictation tools.
Today we have VoIP and a command wheel - but it is not the same in comparison to a "real" Drop-Command. It starts with the Mechs of your party. A PUG match is random here. In a unit I know about the expertise of my pilots and can use them in this way.
When spare time would not be the issue i would play MWO only in a group or a small unit. Of course, MWO could be played as short battle before breakfast but this is not very appiling so I stopped playing active MWO (lobby from time to time) until i have enough spare time - 4-6h per week to spend in group games.
So long text but TLDR:
MWO is a great game when you have enough time to spare and play it with a unit of friends. The most joy MWO can offer is to be successful as drop commander because this is the part with the thinking in this shooter.
MWO is lacking the concept to successful deliver group or solo player experince starting with weapons, over mechs and game modes as well as tools to communicat. Because MechWarrior or BattleTech is everything about the unit -not about the individual
Edited by Karl Streiger, 12 July 2016 - 10:42 PM.