Vellron2005, on 27 March 2018 - 12:00 AM, said:
Sadly, while I agree with this, it would also mean dropping any semblance of immersion, and this game being a simulator of mech combat, and not an arcade unreal-tournament like game.. :/
Eh, while I respect the desire to have a realistic mech combat simulation, the entire point of having multiple game modes is being able to create different experiences for different people. Warthunder has 3 different tiers of realism and, as far as I can tell, that works in catering for different tastes.
Plus I personally do not feel this game is at all realistic. The way how armor and damage works is completely bonkers compared to the closest real world equivalent, which would be tank combat. The distances of engagement are also way off. Nothing wrong with any of that, I just find it odd that people keep using the "realism" argument to justify no re-spawns, considering we are talking about a game of giant robots blasting each other with lasers.
Villainy, on 27 March 2018 - 01:18 AM, said:
Look, I'm not talking down to you, but you haven't played long enough to know just how awful this idea is. I am thoroughly impressed by your ability to weed out and pinpoint PGIs flaws in the four days you have had an account, but dude
You don't understand.
I'm older than that. Not sure why its saying 4 days. Maybe because I first posted on the forums recently or because I started playing again after a long time recently. Last time I played, more than a year ago, there was only quickplay with the conquest and assault modes. Part of the reason I returned was due to hearing there were new modes, but I was disappointed to find they add very little to the game.
Variant1, on 26 March 2018 - 05:03 PM, said:
For incursion too many people seem to think they should keep fighting when they are low on mechs instead of using the base(me personaly i always use the base when the odds are against me).
The problem with that is that incursion is decided by base damage at the end, which gives the enemy no incentive to attack your base unless you have managed to pop some damage into theirs. If no bases took any hits, they can just wait for the end and... win by having more mechs left, I guess? You're very much relying on them making a bad move when you retreat into your base and hope they will follow you into a battle that is disadvantageous for them.
Villainy, on 27 March 2018 - 02:49 AM, said:
Every "pro" you list takes away from what is essential and unique to Mechwarrior.
Go play League or Overwatch or Heroes of the Storm or Dota or Paladins or Planetside or ANY of the other games that feature a clash of respawning forces clashing over an objective.
The "One Life to Live," part of Mechwarrior is quintessential to it.
The way EVERY choice matters or you may be out this time around MATTERS.
Honestly what is unique to Mechwarrior is the mechs. I can't think of a single other multiplayer game with the same weighty, detailed approach to mech combat. While I indeed would never expect players to have dozens of lives per match in a game like this, I see absolutely no reason why having a single life is essential. For bleeb's sake, matches are 15 minutes long. I dunno about other people, but for me this "emotional weight" of having a single life does not exist in matches that are only 15 minutes long.
I should also note, since people seem to be getting the wrong idea, that I'm not saying every mode should have re-spawns or that players should lose the ability to play without re-spawns.