VileKnight, on 10 December 2020 - 07:08 PM, said:
I'd really like to understand where you are coming from, but I just don't get it. Why do we need to change things to make an engine type more legitimate?
VileKnight, on 10 December 2020 - 07:08 PM, said:
you know how many times I have said to myself "crap! I need to use a standard engine for this mech"? Zero. Never crossed my mind. Ever.
That's kinda my point, it is dumb to have an option in a game that isn't really an option. This is an arena combat game, having "upgrades" or progression that impacts your gameplay is a stupid idea (yes I'm aware even big games do this, like CoD, but it is popular in spite of it). Things like this are part of the reason the NPE is so terrible, there are so many new player traps (stock mechs being downright garbage doesn't help either) because there are essentially many hidden golden rules to follow when building mechs that players have to "learn". Hell some people have been playing this game for years and either don't care or still haven't really learned them (often promoting misinformation on top of that).
The goal of the game should be to have diverse metas, the more diverse the meta is, the healthier the game. No one has liked periods of the game where one thing was just crushingly dominant (remember poptarts that everyone complained about for 2 years).
VileKnight, on 10 December 2020 - 07:08 PM, said:
Can I ask a sincere question? Are you familiar with BT lore?
Yes I've played TT and I'm an avid fan of the lore but I don't care because this isn't TT. This is not the same kind of game.. This game has always struggled with trying to be too true to TT and not just trying to make a good arena combat game that captures the core gameplay of stompy robots most of us love and still be true to the spirit of Battletech even though it doesn't follow the letter of the law of it. One game is a turned based strategy game, the other is an online arena FPS, they cannot follow the same rules and both thrive.
VileKnight, on 10 December 2020 - 07:08 PM, said:
So, making IS XL’s behave the same as Clan XL’s doesn’t make them the same? How is that a leap again? I didn’t claim that this was the only difference, but removing that difference DOES bring the two techs closer together.
So it is a leap because being more similar =/= being the same. Second is there are more things that make each tech base distinctive outside that. Now could that distinction be better? Sure, would love it to be but survivability like the side torso death removes too many options for a majority of weight classes to be actually making it distinctive.
VileKnight, on 10 December 2020 - 07:08 PM, said:
The engines are not even close to a majority or plurality of the tech imbalance between the two sides. If you said say…. DHS take up less space? Endo and FF take up half the space? Weapons do more damage, take up less space, and (with rare exception) weight less?
There is a lot that have issues, but until the light engine joined the game 3 years ago as a solid middle ground, your options were pretty limited and this hurt what weapons you could pick (which considering the game was dictated by the BESM for the longest time meant XLs with lasers). Take Gauss in a side torso? Hell no, not with side torso death on the table. Endo/FF/DHS reduce either your alpha or sustainability, but engines differences are typically more than Endo or FF will make. DHS doesn't really matter because rarely do you have the tonnage to really use that space anyway (because weapons and engines are so damn heavy).
I mean on the low end the difference between an 255 XL and a 255 LFE is 3 tons, high end with 325 XL and a 325 LFE is 6 tons. So let's assume my change went in, as a 100 tonner, you could either run a 325 XL instead of the 325 LFE and forgo Endo or you could stay LFE and get 25% more overall health for your torso sections (which just by armor standards is equivalent to roughly 2.25 tons of armor). That's more than a change to make ES/FF/DHS equal because none of those can counter that side torso death that is an absolute trap for pretty much anything heavy and above (and probably half of the mediums) in other words, none of those have the direct gameplay detriment like engines can.
Another way to think of this: IS XLs essentially make IS mechs glass cannons, but without the cannon because IS firepower is still typically lower than a Clan mech. So which is easier? Making engines just more survivable for the IS or buffing IS weapons to actually give them the cannon portion. Keeping in mind that the cannon portion doesn't solve the Clan XL vs STD engine or really fix the plight of the IS XL because the LFE gets the same firepower benefit.
If I'm being honest, MWO never learned anything from the previous Mechwarrior series games. There is a reason MW4 decided to ditch the classic mech construction rules, and it was for similar reasons to all of the above but that's neither here nor there.
Edited by Quicksilver Kalasa, 11 December 2020 - 11:20 AM.