People may recognize this as a highly controversial change championed by many Big Name players, as well as one condemned by many others. It's a big deal, and it's going to cause a pretty fierce fight in the next PTS session. Why?
Because with this one single stroke, Piranha will eliminate any engine rated higher than 250 from serious viable contention for anything but light 'Mechs, and even many of them (that have a choice) would likely hover around the 250 mark.
Now this has always been a very contentious statement, one bitterly disputed by people who want to see engines reduced to nothing but car motors, but it's hard to really dispute. Let us examine the facts:
- Engine upgrades are usually the single largest expenditure of free weight in a given 'Mech. It takes multiple tons, often a lot of them, to kick an engine up enough engine rating to matter.
- Larger 'Mechs, higher up on the engine scale, already often find it difficult to justify the increased expenditure of a larger engine. Upgrading from a 300 to a 350 is more than twice as impactful as upgrading from a 250 to a 300, and produces a lesser benefit in overall mobility.
- The only thing engine upgrades - again, the single largest expenditure of free weight in any given 'Mech fit-out - will buy in this new system is sheer footspeed and an occasional extra heat sink slot. else.
- There is currently no other way, beyond proposed Skilltree nodes, to modify a 'Mech's mobility and movement profile beyond engine swaps. 'Mechs with poor stock movement profiles are now hardlocked into those poor profiles.
This all points to the same overall conclusion: upgrading one's engine is enormously less valuable in a system where the only thing it buys you is raw footspeed - never the most critical part of an engine upgrade - and an occasional heat sink slot. With the ability to build for fast, high-mobility combat severely weakened and disrupted, but the ability to build for slow, Drednaught-y Supa Alphas or other excessive-firepower builds not impacted in the slightest, the 'MechLab balance will swing drastically in favor of overgunned slowbies. After all, overgunned slowbies will no longer have to worry about being outmaneuvered by a faster, more agile machine able to pick at their weaker flanks or rear - faster, more agile machines won't exist anymore.
This says nothing, of course, of the issues faced by OmniMechs, which will often be hardlocked into absolutely enormous engines they will no longer derive any significant benefit from. The 375XL in a Timber Wolf, for example, weighs 26.5 tons and as such expends fourteen tons over and above the minimum heat sink-required allocation of a 12.5t 250(XL)-rated engine. Those fourteen tons buy the Timber Wolf absolutely nothing save a few klicks of footspeed and some heat sink slots, while the Night Gyr's hardlocked 300XL only wastes three tons above the new optimal point without costing it a single point of mobility compared to the (theoretically, historically, but not actually) much more 'agile' Timber Wolf.
It is no longer possible to build "big medium" 'Mechs out of heavies up-engined at the cost of firepower. Same for ‘big lights’ or even ‘big heavies’. It’s no longer possible to try and shift off the basic boring baseline of your chassis' movement to try and create a different play experience for yourself - "up-armored [X]" 'Mechs are apparently anathema to MWO, despite being quite common in the original lore. Remember - a 75-ton 5/8 'Mech in TT had the exact same movement profile as a 20-ton 5/8 'Mech in TT. In this way, the current system is truer to tabletop lore - y'know, that thing everyone raves about all the time - than a system wherein all 'Mechs are permanently hardlocked into moving like crashed DropShips.
To help elucidate, a list of all the 'Mechs that are going to be significantly worse in a system where engine upgrades no longer buy anything meaningful:
- Victors
- Dragons
- Quickdraws
- All non-niPPCle Summoners
- All non-Bad Touch Bear Kodiaks
- Victors
- All Inner Sphere medium 'Mechs
- All Clan medium 'Mechs
- Victors
- Light 'Mechs not named Adder
- All Tetatae medium 'Mechs
- Timber Wolves (not that anyone cares)
- Linebackers
- Warhawks
- Gargoyles
- Victors
- Battlemasters
- Marauder IICs
Off the top of my head, at least. Pretty much anything that relied on being able to be more maneuverable than a Night Gyr, Bad Touch Bear, or Dire Whale is impacted to a greater or lesser degree by this change, while those handful of exceptionally slow, immensely overgunned hardlocked OmniMechs people used in moderation because they were very vulnerable to being outflanked are basically going to become unstoppable war gods because they no longer need fear anything being able to escape their staggering preponderance of guns.
Due to this, trench warfare and stagnant gameplay is going to become vastly more of a problem than it already is, as being able to build a mobile flanker able to quickly move about the battlefield and threaten entrenched positions is going to be immensely more difficult due to being unable to improve a 'Mech's mobility beyond its (poor) baseline values. If you thought Peek-N-Poke lasted too long and was frustrating to deal with before...
Honestly, I could go on for pages and pages about this, but you all get the idea by now. Far from 'Bringing Balance Back', this change will do nothing save eliminate mobile combat as a serious option in MWO. Because mobility is more than just raw derp-herding footspeed, and now we don't get any of it anymore.
Why, exactly, are people excited about this?