Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
Then they would be balanced would they not? There would be trade-offs, but currently there are none, and you want to throw some sort of spread into the mix exacerbating the balance issue?
It does not exacerbate the balance issue,
they are tools that can be used to balance the weapons, OTHER than just tonnage and crits.
Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
That is part of the game sadly and why new players shouldn't start off with short range. By taking short range, you take the risk that you need to get within range to use your weapons. The problem is, that this is a team game, so if a team isn't setup or willing to press the W key and understand how to use cover to avoid getting shot at leading up to the push, then they should expect casualties, because when a team actually does press the W key and doesn't let off and actually knows how to use cover, it can be absolutely brutal.
Instead of it being "sadly" part of the game, why not
fix it?
Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
Slight note, Gauss and ERPPC can be hard to land an alpha on the same component at range due to the velocity de-sync so it isn't as common as you seem to think for a single component to get hit, especially lights since they move so fast. It also isn't often one trigger pull unless the enemy is semi-stationary, otherwise you are firing them separately due to having to adjust for movement.
2 Gauss, 3 ERPPCs, 4 LPLs, take your pick. Like I said, heat is no issue when your opponent cannot shoot back.
Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
Long range on Bog is more a gimmick than an actual strat, it works once for that surprise and after that, you should lose every time.
The point is that a long range build is not at a disadvantage on any of those maps.
Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
Conquest is the comp mode for a reason, it doesn't allow for camping one spot on the edge of the map, and it doesn't create the assault cap race scenario. It is much more of a dynamic game mode than people realize, at least when teams are actually coordinated. I did not specify conquest you are correct, but it is the only game mode that promotes decent gameplay atm.
I agree. Sadly enough most players in MW:O do not want to play a mode that isn't deathball.
Quicksilver Kalasa, on 22 August 2016 - 02:45 PM, said:
Doesn't really mean the same rules will apply.
It does mean that the same rules will apply much more often than they won't.
Gas Guzzler, on 22 August 2016 - 02:56 PM, said:
It is part of the MechWarrior universe, so I'm good with it.
Energy draw (aside from some lore fluff about gauss rifles) isn't part of the BT universe either, why aren't you up in arms about how that is a "flawed mechanic"? Its not even part of the MechWarrior universe. How could you be indifferent about that but not be okay with people shooting multiple long range weapons accurately at once?
There is no "MechWarrior universe", there were 4 video games and expansions with that title. Those were single player games from the 1980's to the early 2000's.
Where do you get that I am "okay" with Energy draw? I will agree that it is a bandaid that doesn't address the actual issue.