Yeonne Greene, on 22 September 2017 - 02:47 PM, said:
So, here's the variety:
Assaults are heavily favoring the SNV with ERLL. Probably more variety here than any other weight class, since I've also seen KDK-3, MAD-IIC, WHK-C, MAL-1P, MAL-MX90, and BLR-2C, but it's the SNV really winning the games in a big way. Even Oz, who are the only ones I've seen still choose the BLR and who used the BLR-2C in Drops 1 and 3, took SNV when they flipped sides for Drop 2. I'm not actually sure why they went with the BLR-2C at all instead of the longer-ranged 1G, the structure didn't appear factor into their win, and I'm not sure why they went with the BLR at all since they had them hanging out in the open and projecting threat for most of the match thus rendering the high mounts superfluous. But, I wasn't in the cockpit.
Heavies is Summoners and Night Gyrs all day every day, except one weird match where JagerXIII took...wait for it...a poptart TBR (duh) and was paired with an EBJ.
Mediums Heavily favoring the HBK-IIC-A with ERPPC, oddballs with Streaks and the occasional Assassin, Nova, or Storm Crow. These seem to be the most varied game-to-game, as they bounce between Light supplement and surrogate Heavy.
Lights are almost always the WLF-1 and ACH-E. Strangely, don't recall seeing any Javelins yet. Have seen a few Firestarters (something something what's old is new again, etc.).
Overall...it looks like the same chassis that have dominated the game for the last two years are still dominant, with some internal rearrangement. The ones that are new are actually new new (SNV), but would probably be pretty dominant two years ago as well. Most everything is running what you would be expecting them to run. I saw PHL use an ATM strat with their Night Gyrs that paid off big time, but I can't tell if that was because WDMC threw (and they f*cking did; nobody serious brings poke, votes HPG, and then charges into brawl not once, but twice) or if the NTGs using ATM were actually good. From a few of the games I've seen, I would almost swear there's a metagame going on where you try to get yourself into the loser's bracket to face easier opponents and then make a come-back at the end.
Best games to watch, so far, are RJF vs. EON and D5 vs. Oz. Those are excruciatingly close matches.
GH and range are the keys. Had LL and ERLL been 3x for ghost at the time, the STK might very well have eclipsed the HGN even without the jump jets, but having to fire 2+2+2 was just way too much time. 3+3 was a radical rearrangement. For range, the introduction of long-range, light weight weapons and no explosive XLs with the Clans changed the game, yeah. If it were still just IS, though, I'm not so sure those 'Mechs wouldn't still be quite potent with good JJs, possibly even still meta-defining. CTF probably eclipsed by the GHR, but really that's just more of the same.
Dunno if I'd agree with that assessment, either. It has a giant alpha, but it spreads and has appreciable duration as well as flight time. And it's no faster than the pop-tarts of yore, it's the same speed. Likely outcome is they position the poptarts and you get poked to death on approach and then finished by Lights or UACs from the Assaults. The Marauder in general handles pop-tarts poorly at any speed due to the odd angles poptarts can take and long side torsos from the flank. Marauders are good for attack, attack, attack.
It will skew it, though, because Assaults are the centerpiece of every deck. The Lights carry matches, but what they do depends on what the Assaults are doing.
Well, the MCII is already viable up close and mobile enough to last, was my point. Letting it also bounce is just...ridiculous, honestly. It doesn't need that help and I don't want it to get it.
Huge alpha, sure it spreads a bit but it's also got more armor than any Atlas did at the time. No quirks, remember? Also the maps were half the size. The only reason brawling wasn't a thing is that hitreg was horrible for SRMs. We had a short period after HSR came in that SRM brawling was the main thing, before Clans dropped and it was just Clans for days. Two alphas from poptarts at the time was smaller than most single alphas you'd eat today. 70 pts of damage to close on an enemy who's got a 35pt alpha, vs my 86? I'll take a bit of spread for that trade. Plus I'm 110 each ST, 150 on the CT, he's at most 3/4ths of that?
Remember, at the time when the Boomjag came out it was considered 'game breaking' with it's amazing 2xAC20 alpha and 2 MLs. Also remember the old Frozen? Most the match took place at 300-400m or less.
MCII is strong because it's got high mounts and clan firepower is high and clan mechs are fast and CXL, and it has decent hitboxes. All assaults having semi-useful JJs isn't going to improve or weaken any of that. It would however strongly benefit the Highlander and IIC. It'd help the SNV too, but also every assault with JJs.
Admittedly I can't say it would help them enough to make a real difference. However if that's a big concern then nerf the MCII for JJs.
The point this was originally moving for is that with gauss/ppc decoupled the main objection to poptarting is resolved. Poptarting still exists, but it's not super dominant. Assaults with useful JJs doesn't hugely impact that. It might give a couple more assaults a leg up and make them competitive, some even as poptarts, but not to a degree that would dominate gameplay.