Ratty DS HHG, on 20 October 2016 - 01:44 AM, said:
I agree. Specifically, I'd like to see some game modes that feel more like military scout, defend, and attack missions so we get some gameplay that deemphasizes the deathball dynamic. Game modes and maps where it's possible to win using tactics instead of mostly meta and mouse clicking reflex, at the very least for Community Warfare.
I disagree. IS mechs and weapons should feel inferior, but cheaper. That's the fun of playing IS: you get to be the underdog. Otherwise, like previous mechwarrior games, it turns into "just pick the mech that looks the coolest in your desired weight class." It sucks the flavor out of the game if the IS and Clans are perfectly balanced with each other. Too much balance is bad. I really like the Clan/IS balance the game has now, even with the significant clan nerfs compared to TT. Despite the clans being nerfed almost equal to IS, they still have a different feel and flavor, while IS is still fun to play.
I think PGI is on the right track with balance.
As for IS mechs, I say more 3025-3050 IS mechs and varients. My favorite timeline is the 3050 Clan invasion because of the underdog dynamic it gives IS. Later in the timeline, the game loses it's flavor for me. Things get too equally balanced and too complicated with all the weird new tech. I wish there were enough players to allow for picking specific eras to matchmake for, 3025, 3050, 3067, etc. Maybe add some incentives to play in a later era with older tech to make it attractive.
I do like your opinion and I do overall agree with how IS should feel against clans. But PGI wants this game to become an Esport contender and in order to have balance and to make things feel fun without being unfair we need to break lore and balance things in a asymmetrical way so that both IS and Clans feel different but fun.