Kubernetes, on 15 July 2016 - 10:44 PM, said:
I must be in the minority in thinking that the Marauder is top tier...
To be fair, the 3R gets used in leagues if there's a duplicates restriction and we need a Warhammer with PPC and UAC/5 but already have one. Next on that list would probably be the CPLT-K2.
And personally, I thought the MAD-5D was competitive-worthy as a brawl-striker type 'Mech...or it used to be, until the KDK came out and they nerfed the MAD-5D's missile cool-down and made it bigger.
FLG 01, on 15 July 2016 - 10:45 PM, said:
That's assuming there is no middleground between meaningless offensive quirks incapable of offsetting mobility disadvantages and overpowered offensive quirks capable of not only offsetting disadvantages but also invalidating other Mechs, isn't it?
That is a genuine question. (In this climate I feel it might better to point that out...

).
The BH2 at the moment already has what would be considered powerful offensive quirks even during the Quirks Pass 2 era, the era which also featured extremely over-powered quirks on other chassis like the Quickdraw and Blackjack. When we start bumping energy ranges to 25% and such, we are turning things that are supposed to be mid-range weapons into long range weapons, etc. When you target a 'Mech and look at its load-out, there are certain expectations about its capabilities. When you are getting slugged by massed Inner Sphere medium lasers at 400 meters with little appreciable fall-off, it's not the same weapon any more, is it? That's the problem we're dealing with.
The other issue is that even if your lasers get doubled range or halved duration, there are many things that you need speed to accomplish. You can't re-position well with a slow 'Mech. You can't peak well with a slow 'Mech that has low weapon mounts. To overcome this, the weapons would need to be buffed to 'Mech-invalidating levels. Why do that when we can mitigate it by buffing defensive or mobility instead?