Reno Blade, on 20 June 2017 - 07:46 AM, said:
Some good points.
I pug a lot or play with friends that are very noobish, so we land in group queue.
Ah, well, if that was a group queue then you simply experienced what a solid group focusing fire is. That'll happen to any mech being focused down regardless of balance simply because the sheer amount of damage 6+ mechs can put out within 4-5 seconds is enough to annihilate you entirely, obviously much more so if it goes into the same component, which it usually does.
Reno Blade, on 20 June 2017 - 07:46 AM, said:
In this kinda scenario, there is much less deathballing and that means group scatters a lot. So while half the team on HPG is moving to one side of the ramps, the other half is on the other ramps (enemies were on the middle platform).
Also consider that peeking while your opponent stands and waits puts you in a great disadvantage in terms of who fires first and whos aim is usually better. Especially so when the amount of spots you can peek from is limited, like it is limited by those ramps for non-JJ capable mechs on HPG. High mounted hardpoints do help, but they aren't sufficient to negate such disadvantage entirely.
Reno Blade, on 20 June 2017 - 07:46 AM, said:
And yes, it was my fault being too close to the middle bridge when they were on the platform. It just sucks when you die before you can even notice your mistake.
Maybe. However try looking at it from a different perspective. The more it sucks the more you are willing to avoid it, i.e. the more you are willing to learn. It is debatable whether a forgiving environment is better or not tbh ...
Reno Blade, on 20 June 2017 - 07:46 AM, said:
TTK is very low, even with less than 1vs2.
Very low compared to what exactly? ...
And what is your definition of TTK? ...
I've done many 1v1 duels against players of similar skill level, and I can only say that 1v1 TTK is perfectly fine where it is. Which in turn means that seemingly low TTK in team v team scenario is just a result of teamwork and focused fire. Nothing to do with actual game balance.
Reno Blade, on 20 June 2017 - 07:46 AM, said:
I want battles where you can have fun and survive with 15% health instead of dying "instantly".
But it happens all the time in solo PUG. Of course the actual % depends on both your mech and your skill, but I've been able to finish matches alive with 5-7% left on smth like an IS XL Highlander at times. More often tho you are around 35-40% health. If you have more then you are most likely doing it wrong, because you are either hurting your team by not sharing armor while you still have it, or hurting yourself by not being aggressive enough, thus producing less damage.
As for group queue ... it all comes down to your teamwork. You can rotate damaged front mechs easily enough compared to solo queue, thus sharing the damage evenly among your team. Ideally, you should be all damaged badly, but you should also all be alive.
Reno Blade, on 20 June 2017 - 07:46 AM, said:
Spreading laser damage does not help enough against very good pilots (who can aim well) and definitely not against good SRM and Gauss/PPC boats.
It is much less about spreading damage by twisting when someone shoots you than it is about twisting
before someone shoots you. I.e. if you know you can take your shot and then twist away before your opponent takes his shot you do that. And if you know you can't, you don't turn for your shot, you wait when he shoots a useless / non-damaged component you give him and then you turn to take your shot. It is a delicate game, but mastering it you can spread anything, SRM volleys, lasers, Gauss/PPC etc.
Reno Blade, on 20 June 2017 - 07:46 AM, said:
And cSP boats is not the only thing that counters snipers. SRMs, cERSL and ML/MP are good enough for brawling.
True, but take a mech like a Nova with 12+ energy hardpoints. What exactly am I supposed to do with it if I want to brawl? ... SLs duration is too long to reliably pinpoint locations on anything remotely fast, MPLs don't have nearly the same sustained DPS, which is what important for brawling etc. Better yet consider Viper or ArcticCheetah ... there is literally nothing else at all they can do except SPLs ... All it does is either forces you to use your mech in a way you don't want to, or renders it utterly useless to begin with.