Thank you for the write-up.
I must however say that I'm very disappointed with the content of this post. This has not generally been the case over the years as Roadmaps and posts about balance from the staff have generally left me excited about future patches. I'm afraid this is not the case here and hasn't been for the past year.
This text does not inspire confidence in me as a customer no matter how hard I try. I think the whole general plan of balancing the game has not only proved a failure quite conclusively by now but has made this generally great game noticeably worse.
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It has never been the intention of MWO online to have Time to Kill in a state where you can destroy a mech in only a handful of shots.
I think this best summarizes the issue with the current balance direction. How many shots would be a good time to kill ? 5 ? 10 ? 20 ? Defeating enemy players is what makes a PvP game satisfying and worth playing. If defeating just a single enemy pilot would take 3 minutes in a 1v1 engagement then the game would feel dull and tedious. Any semblance of outplaying or besting the enemy would be lost in the grind of overlong combat.
In the lore and feel central to MechWarrior pilots are the elite of the elite, not a couple of brutes who whack each other with ineffectual weapons again and again until one eventually grinds out a victory. Combat should be tense and exciting, not slow and tedious.
And this is coming from a player who welcomed the uniform increase in HP that came with the Skill Tree and lower cooldowns, as well as armor and structure quirks that are central to durable brawling mechs.
I implore you.
Think of what makes the game visceral and satisfying. Save the colorful variety of playstyles we used to have. Removing quirks which make ancient and unwieldy BattleTech designs useful and fun
for the first time in the history of the franchise and making weapons ineffectual and slow is NOT playing into the strengths of this truly very unique and special game you've made.
Clan laser vomit needs a
slight nerf and many other playstyles need buffs. We want mechs to feel like machines of the future not like big, overloaded trucks with small engines.
We are fans through and though. Consider the community's balance documents. Put them in a PTS. Let us try them out for size. Don't ignore us like so many game developers do.
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Finally I'd like to address this. The Dire Wolf Gauss Vomit build popularly nicknamed the Space Whale has been in the game since the Clans were introduced. It has only been situationally good for only a short period of time post the Jump Jet nerfs.
It is not efficient. It's bad. There is a reason this build is not used in competitive play OR by the best ranking solo Q pilots. One can make
a 4xMRM40 Annihilator with 160 alpha damage a 2xMRM40, 2xMRM30 Annihilator with 140 alpha damage (
Thanks to r0b0tc0rpse for the correction). And it can fire all of this without shutting down. That doesn't mean it's good.
Edited by Marmon Rzohr, 09 August 2018 - 03:27 AM.