I_AM_ZUUL, on 17 June 2017 - 02:48 PM, said:
PGI is dog$hit at coding ...
Given the years of empirical evidence, I'm not even going to dare question that statement.
I_AM_ZUUL, on 17 June 2017 - 02:48 PM, said:
... and choose to use Cryengine which is brutal itself. So 12 v 10 is out the window ...
That is not really the fault of Cryengine, though.
I_AM_ZUUL, on 17 June 2017 - 02:48 PM, said:
... as well as BV never even being considered...
Frankly, I am not too sure about the usefulness of BV. But that's just me.
I_AM_ZUUL, on 17 June 2017 - 02:48 PM, said:
so we have to work within the parameters we have, which means that asymmetrical balancing is NOT an option. Therefore symmetrical balancing has to be used... like addressing the core problem that they can easily fix with a simple line of code "Sides to Die:2" for XL engines. Getting rid of CW entirely would always go a long ways to being more interesting and/or just giving the QP option of having a Dropdeck. That is the most fun this game has to offer, even when having to deal with Clan superiority while doing. If it was just a mixed bag fighting with respawns then that would be a feature that would make me start spending money on this game again.
Just imagine what the game could be now if PGI had spent all that time, effort, money, and other very limited resources on anything else other than the endless balancing/rebalancing with wild swings on either end and which have gone full circle many times over.
Instead we get "fixes", "workarounds", and "new game mechanics".
It's a shame really.