Dimento Graven, on 15 January 2019 - 10:08 PM, said:
It's a major difference when you're talking about isXL, and as far as isSE, the Clan XL was WAY to superior in this game (again, quantifying it with all the OTHER Clan advantages), it was over due for a nerf. ESPECIALLY considering that even in the previous state, with the speed reductions and BOTTOM END capacity loss, a lot of clan 'mechs were still upwards of 80% battle viable after ST loss.
I can't think of any Clan 'Mechs that were so strong that they needed to be hit by this change, and the only one that comes to mind as maybe needing it (at a stretch, the MCII-
is actually not impacted by it anyway because it runs so cold.
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As far as the LFE is concerned, it just got caught in the mix, but that's ok.
Gimpy Clan Omnis also got caught in the crossfire.
Catching things in the crossfire is signature of MWO's continual failure to get things right.
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I'm sure from the Clan, "the only real balance is if EVERY THING CLAN is better than IS", yeah that's true. But for a few outliers in the IS deck, Clan 'mechs were far superior.
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For the record, I am not a Clanner. I'm not a loyalist for anything.
Also, it's not a few outliers. Most IS 'Mechs that aren't underweight for their hardpoint types or undergunned for their weight are quite competent in combat with the Clans, especially in a group. Even if that means just vomiting a bunch of MRMs on the target. Almost every chassis has a competent variant.
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Those changes had been suggested for years and the Clan centric players fought tooth and nail to keep it from happening.
This is the compromise we got intead.
No, PGI never entertained the idea because it's a lot more complicated in every way. There are apparently only three engine types in this game: cXL, isXL, and STD. According to Chris, the LFE is apparently bound in some way to the cXL code, so you can't do anything mechanically to the cXL that won't also change the LFE. For the others, PGI just generally doesn't want to touch code; this LRM change is actually a big deal because it's the first indication that they've made some major mechanical change to an existing feature in a long time. Even most of the Civil War items are just copy-paste+XML tweaks of existing stuff.
This compromise, though, is just punishing high-heat, trade-oriented builds in a game environment that already heavily skews in favor of low-heat, push-oriented DPS builds.
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See, that one dimensional perspective is your problem. The game is about playing in a skilled fashion, not the "LET'S VOMIT ALL OUR WEAPONS ALL THE TIME" that the masses have lazily let it degenerate to. It shouldn't be about how much you can spray-and-pray on your enemy before he does to you, it's supposed to be about intelligent placement of your 'mech, intelligent piloting of your 'mech, and intelligent shooting of your 'mech's weapons.
It's not supposed to be Robot-COD/Robot-Quake/Robot-Team Fortress/et al...
You are falling into MechDad thought patterns, here.
The intelligent thing to do is to wait until you
can fire all of your weapons so you can do the most damage in the least amount of time. The only reason you should fire a partial salvo is if there is an immediate, overriding tactical advantage to doing so (i.e. you are going to make a kill, remove a component, discourage the enemy from moving, bait a torso twist, etc.).
Proper heat management
is riding your heat curve to maximize your output without toasting yourself. That's math. If you are not near 100% all the time, you are either playing something that can't generate appreciable heat or you are not shooting enough. You are leaving damage potential on the table, having both your armor and your firepower absent from the fight, and that is playing
badly. Even without the spike, taking the ST already means that your output is reduced because you have a lower cap to ride and a lower dissipation to ride it with, to say nothing of the fact that you probably lost some non-engine sinks and some weapons, too, and will have more trouble getting out of the way. You are already gimped. With the spike, you are effectively telling players that they should aim to never be over 85% heat which is...counterintuitive. Heat is a resource to be used, that's the whole point. Placing a soft cap on it doesn't make any sense, especially when cold builds like HGauss, RACs, ATMs, MGs, MRMs, and LB-X are out-performing hot weapons already.
If you are going to get shut down and killed for doing your damage, you are just going to take an XL and do the damage...but only on 'Mechs which could already do just fine with an isXL. Hooray, much added variety. Very depth. Clan 'Mechs will not be switching to STD engines because they've thus far been balanced around cXL engine weight savings and taking a STD means they leave too much on the table.
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So a game where your build matters, how you play it matters, how effectively you manage your positioning, heat, and damage, having multiple interactions and multiple consequences makes it interesting, and that's fun!
I wouldn't be playing it after 8 years if that's all it was... Would you?
Has this game even been playable for 8 years? I thought it was 7, at the longest.
And the spike not being a thing did not result in those things being trivial. They mattered before the spike just as much.