AncientRaig, on 05 October 2017 - 05:05 PM, said:
A lot of people are concerned about LFE becoming useless if IS XL got ST survivability, but lets be honest here. How many IS XL builds actually switched over to LFE when it launched? How many serious, FP meta mech builders went "Yeah, all this XL-dependent firepower that I need to be even remotely competitive with Clan mechs is nice, but ST survivability is better."? LFE has helped out a lot of my STD engine mechs, but I think I've replaced only one or two of my XL builds with LFE builds. Of those, only one build is one I actually run in FP and it's largely symmetrical enough to make surviving one ST death worth the loss of a few KPH. If IS XL got Clan XL durability with some appropriate penalty (maybe make Clan XL lose 25% speed and in-engine HS efficiency, and IS XL lose 50% speed and cooling. LFE would get Clan penalties or no penalties. I'd make that trade.), the only thing that would change is that more IS PUGs would be running XL builds. I'll laugh until I have a heart attack if anyone tries to tell me that competitive players and people in units run anything but XL on 90% of their mechs. The game would be in a much better state of balance. Sure STD and LFE wouldn't see tons of use, but that's basically true of the current gamestate anyway. They'd still have a place in builds that are low on slots, or builds that run large ballistics in their STs, but IS mechs would finally be able to TRY to compete with Clans on a light slope instead of a cliff wall.
Nobody replaced isXL with LFE because nobody used isXL on 'mechs that weren't reasonably XL-safe. If the 'mech was prone to losing STs early, you just didn't put isXL on it because XL benefits didn't matter if you died super-fast. Hence, LFE didn't affect 'mechs that were already using isXL. Instead, it entirely replaced STD for all except a handful of builds that needed those two extra crits in the STs.
PGI needs to decide whether they want to be TT-based, or competitive, because they can't be both. TT is not balanced on a unit-to-unit basis, that's why BV exists. The system is flawed, sure, the numbers aren't quite right on it, but the idea behind it is what's important: mech-for-mech, clans are outright superior to IS equipment, so you make IS equipment have less 'cost' so that IS forces can field more of it to make up for the per-unit advantage that Clans have.
You see this same concept in other asymmetrically-balanced games, like the Gundam Vs. games; some units are just better than others, and those units cost more of a team's available field cost so that losing them is a bigger hit than losing one of the weaker units.
But MWO isn't like that. Both sides get 12 'mechs no matter what, and if PGI wants to keep that format, then they need to ignore TT numbers/techbase differences entirely and come up with new things. An IS light is in no way, shape, or form equivalent to a Clan heavy. They've kinda-sorta taken a step in this direction by giving IS more drop deck tonnage in FP mode, but they need to go further than that if they want to keep semi-lore tech differences in the game.