Y E O N N E, on 02 January 2019 - 02:00 PM, said:
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You are thinking in terms of turn-based table-top rules, not in terms of real-time combat. It's premature because the indicators say you have X percentage of your health remaining with the implication that you die when the relevant indicators reach zero, yet now you are dead despite them not reading zero. It's premature because the 'Mech was expected to last much longer than it does. It's premature because there is no point in really having internal structure at all if we're almost always going to die by engine crits. Even now, structure is considered pointless because all your weapons tend to evaporate once the armor is gone in the current game environment. So much for structure quirks!
Then it sounds like you're completely against head shots being in the game too.
After all, losing to a cockpit shot leaves more than 90% of your 'mech remaining.
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No it isn't. This is MechWarrior, a subset of BattleTech.
This is not BattleTech, this is MechWarrior. I will continue to flatly repeat that every time you bring up BattleTech comparison until you accept what that means.
Even MechWarrior used BattleTech rules when it came to 'mech play.
I'm sorry you don't like it, but again most of the problems of balance, TTK, and all the rest can be laid at the feet of PGI's incomplete implementation rules and features within BattleTech that brought balance to the game.
Some of the rules/features had to be ignored because the Cry engine sucks. Some were ignored because PGI didn't have the time/manpower to do them right and others were ignored, apparently because the people making the decisions didn't like them.
Regardless of all that, what this game needs in it, is a bit more BattleTech and a lot fewer excuses...
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Until there is some sort of per-match economy that makes choosing a Light over an Assault have proper tactical and strategic value, then Lights need to be as valuable as Assaults in combat. Those listed, and the Wolfhound, are really the only ones worth a damn because they are combat viable. I'm not here to whinge about Lights killing things quickly (pro-tip: I am a Light pilot), I'm here telling you that crits are not fun. It is perfectly acceptable to me for a Piranha to gank an Assault, it is not acceptable to render it worthless without actually killing it because that just adds insult to injury. Assault pilot dies, he can disconnect and start another match. Gets sticked, what is he supposed to do? If he disconnects, he gets penalized. His only choice is to wander around and try to get killed or, if he happens to be in a game mode with caps, go cap. At 55 kph.
So fun.
Yes it is, that's how I know it isn't fun.
Inconsequential word salad from one person to another who is already acutely aware of all of the above. Doesn't change that it isn't fun. Getting mission-killed and walking around as a stick is not fun.
So instead of walking around as a stick, we get to collapse on the ground as a stick assuming we aren't actually dead because of engine crits.
Still not fun.
So apparently you're just against all crits period?
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There is a regression because all of the things that actually did take skill (read: aiming and torso-twisting) have been devalued by all of the various attempts to increase raw TTK. The nerfs to agility skills, the nerfs to base agility, the nerfs to PPFLD weapons, the shortening of laser beam durations, the buffs to guided weapons, and the stock mode official tournament have all driven away the players who took the time to get good at the game prior to the changes. What we have now are stupid, durable damage sponges volleying big, stupid alphas at each other with big, stupid DPS and there's nothing to it. This game does not value or sufficiently reward pilot skill when it comes to managing TTK, instead disrespecting it.
The hardest build archetype to do well with in 2019, excluding meme builds, is a PPFLD poptart. Your alpha is small, your DPS is small, and the 'Mechs that can do it are typically on the squishier side of things. It's funny, considering how dominant that was even two years ago with the NTG and SMN, and then three years before that with the CTF, HGN, and VTR-DS.
That's just it, the prior to the change, torso twisting for the vast majority of mediocre players out there wasn't worth it because they could continue to face tank even after an ST loss, and continuing the endless alphas wasn't very punitive on the heat side of things. At least now, there's more of a motivation to maybe START torso twisting to maybe protect that weakened/opened ST because of the potential consequence of NOT protecting it.
Just as an aside we have differing opinions on the effects on TTK of the various changes you mentioned:
The nerfs to agility skills, the nerfs to base agility - Didn't affect lights and mediums as much as it affected heavies and assaults. Little to no change in TTK was felt on the lighter end, but at the heavier end, those changes decreased TTK, being less agile than lights and mediums to begin with, the nerf really puts heavies and assaults at a much higher than should be agility disadvantage.
the nerfs to PPFLD weapons, I agree here, but the nerfs were necessary because of a lack of a heat affects table putting actual RISK to continued, repeated alphas.
the shortening of laser beam durations - sorry, wouldn't shorter beam duration actually decrease TTK? Less potential to spread the damage, higher rate of fire as the refresh rate of the beam starts at the end of the current firing
the buffs to guided weapons - buffing LRMs/ATMs/Streaks decreases TTK too. While PGI made some minor changes that makes them a bit more difficult to use, over all the other changes in flight paths, damage, heat, etc. seems to allow more missiles in the air, more hits to register, more damage overall. To increase the TTK, you'd need to ensure less computer guided damage is actually being inflicted, not more.