I've Never Complained About Laser Vomit But...
#1
Posted 27 November 2016 - 10:31 AM
It has been dawning on me for a while now that IS mechs have a meta (Black Knight, Rifleman, Grasshopper, Warhammer) and that this meta is F*CKING POWERFUL.. So much so, that I see a lot of mechs get cleaved in half or killed with just one or two fairly quick shots by any of these mechs. These mechs often run a mix of Medium lasers and Large Pulse lasers/ER Large. I was prompted to make this samey kind of post because I've just been chased around Grim Portico by several mechs with the same build. There are other powerful LaserVom mechs too, like the Wolfhound (if used in the right hands).
I genuinely now believe that IS mechs overall have a definite advantage over clan mechs. However, I'm not calling for PGI to nerf IS Mechs as such.. I disagree with the 'OP pls nerf' threads generally. But this, surely has gone too far.
Balance has always been a massive issue in MWO. We've seen a revolving door of 'Metas' over the past few years.. Is now not the time to actually do something radical, given that we know Energy Draw, Ghost Heat etc is ****?
I think I'd like to see PGI try a heatcap. I believe Hairbrained is doing this for their upcoming game which I will be moving to when it comes out. Whether I come back, ever and open my wallet or not really hinges on this and may well do for many players I believe.
I'm posting this through my IS account because I want to demonstrate that I am unbiased and want to raise, yet again, a much raised point as seriously as I can. PGI will likely not heed this, but I was wondering what players on either side make of the whole state of balance at the moment and I also want to know, what are the real obstacles to a traditional heatcap (I think of 30)?
I'd be happy if you had a heatcap per shot (so you could use combinations of weapons in groups) and for that cap to stagger upwards by 5 say, for each tier of mech so that Lights would have 30, Assaults would end up with 45.. Or some broad system like that. Please don't get bogged down with any numbers I put, I'm just searching for the right 'idea'.
Otherwise, I'm f*kin' outta here!
Cheers folks. xx
#2
Posted 27 November 2016 - 10:35 AM
and clans dont have a grasshopper
#3
Posted 27 November 2016 - 10:36 AM
Edited by Paigan, 27 November 2016 - 10:36 AM.
#4
Posted 27 November 2016 - 10:36 AM
Well I guess there's a first time for everything, huh? And laser vomit is the old meta. Now it's all dakka and PPCs.
#5
Posted 27 November 2016 - 10:37 AM
And that they can vomit Autocannons, far better then IS mechs.
And SSRMs. Better then IS mechs.
Also, as far as I know, HBS is using a proper heat table in their game. So... yah. That fixes loads on it's own, though it would be a lie to say you could just transfer HBS's model over to MWO.
Also I just noticed the Colonel banner has an adult marital aid on it, for some reason.
#6
Posted 27 November 2016 - 10:37 AM
#7
Posted 27 November 2016 - 10:37 AM
Nighthawk513, on 27 November 2016 - 10:34 AM, said:
All 3 are laser vomit mechs capable of moving as fast as clan mechs with XLs (And they all have quirks to ST structure). The thunderbolt has significant quirks for both cooldown and heat gen on the lasers, while the other 2 have massive structure quirks.
Thats all well and good in QP matches where you can outmaneuver your enemies using the maps, or use the extra range from clan lasers to attack with little retaliation. However, most of the FP maps require you to push a fire line, generally at 400 meters or less. In those scenarios, the above IS mechs have a fairly significant advantage over their clan equivalents.
The point is, it isn't tech base imbalance so much as map design favoring one side over the other. FP forces the engagement ranges into IS favor, and gives very few options for flanking, Nullifying the two big advantages of clans over IS. On the flip side, QP maps give many options for flanking, and have more locations where you can use clan range to your advantage. And since the great dartboard of balance is based off of QP where clans are stronger, it rigs FP into IS favor.
#8
Posted 27 November 2016 - 10:44 AM
#9
Posted 27 November 2016 - 10:44 AM
#10
Posted 27 November 2016 - 10:45 AM
#11
Posted 27 November 2016 - 10:51 AM
Nick86, on 27 November 2016 - 10:31 AM, said:
Cool. As if lights need even more limits hahaha
#12
Posted 27 November 2016 - 10:52 AM
#13
Posted 27 November 2016 - 10:55 AM
This applies here.
#15
Posted 27 November 2016 - 11:10 AM
Paigan, on 27 November 2016 - 10:36 AM, said:
Context is a wonderful thing.
#16
Posted 27 November 2016 - 11:16 AM
Clan Lasers Under Powered, please Buff.
Edited by Bombast, 27 November 2016 - 11:17 AM.
#17
Posted 27 November 2016 - 11:18 AM
I can say that the Night Gyr, Kodiak, hunchback II are freaking powerful, and need some sort of control
#19
Posted 27 November 2016 - 11:33 AM
RestosIII, on 27 November 2016 - 10:36 AM, said:
Well I guess there's a first time for everything, huh? And laser vomit is the old meta. Now it's all dakka and PPCs.
Yeah! Why doesn't PGI get a clue and finally nerf the Victor. Damn Dragon Slayers, and dont even get me started on those 'Phracts.
#20
Posted 27 November 2016 - 11:34 AM
However, I do appreciate Nighthawk's answer about the maps as I was talking about FP. Thankyou.
I will now upgrade my dropdecks and move up to heavy-wub-capable, high-mount laser clan mechs for my Faction Playing to continue..
Ah f*ck it, I'll just read a book.
Edited by Nick86, 27 November 2016 - 11:34 AM.
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