Wence the Wanderer, on 22 May 2017 - 08:06 AM, said:
You clearly have not read what I have been typing either.
You keep posting that it is PGI's fault. As if PGI is the first and only company to ever do this.
My big point is that not only is it NOT PGI'S FAULT - but that expecting them to change it (as you keep implying they should) is infantile.
PGI is the first company to create new problems in an age old formula. And correct, it is not all PGI's fault.
However, while Alpha Strikes had always been an issue due to poor designs, they weren't easy to do in the past. PGI has created an on the fly group changing system and easy access to all weapons, making them easier to do. That's a good thing for the most part. But then it gets worse..
PGI increased threshold from the extremely high 60 that MW4 has... to 139 maximum possible (with the old skill tree) because PGI threw a threshold on top of cooling for heatsinks and added it to mech threshold.
This is further compounded by the original skill tree which took the original concept of choice, made them a one way street, and instead of low percentages they were extreme percentages... and then by replacing time delayed convergence (which was poorly designed in the first place) with perfect instant convergence. (With the 'net' restrictions, they could easily have set target convergence to match the distance of enemies you have targeted, and left weapons not converged if there is no target).
Then Ghost heat is a new creation, a bandaid for this issue rather than a fix of the many issues caused by the incredibly high thresholds.
1x armor/structure was pretty standard in the actual Mechwarrior games, though weapons fired faster. PGI is the first to make 2x plus armor/structure within a "Mechwarrior" game. Now you must have two Gauss Rifles to equal one Gauss Rifle. This is in addition to three times the amount of cooling power to make up for the heat generated for the average weapon.
A list can go on. But ultimately PGI's faults are their own.
PGI isn't the first to use 'quirks' so to speak, but the approach of 50% increases to things made by Russ at one point gave us a lot of problems that PGI has only recently recognized as having been a bad move, hence the new skill tree. Ironically, if PGI had gone the original direction they stated for quirks and their purpose, we would have a very different game where we have positive and negative quirks, where we weigh the merits and downfalls of whether we use more hardpoints (negative quirks), average hardpoints (no quirks), or fewer hardpoints (positive quirks).
It seems you're really, really fixated on this "upset with PGI" thing, though. If that were the case I wouldn't be a helper here, let alone have been so for 5 years and recognized by the title "Welcoming Committee."
I wouldn't be defending their good decisions when they make them.
Nor would I not just disagree with most about the Clan superiority, but I frequently point out the IS superiority, and point out that PGI has been buffing the Clans discretely over time, time and time again, to try and keep the Clans caught up to the IS in balance while many just see a few outlying mechs.
Not being completely at fault does not exonerate from actual faults. Nor does calling out fault where it is due a sign of being "upset" or "Blaming."
But again, this is not the place for this discussion.
You may want to calm down, too, dude. You're freaking out.