Alreech, on 21 November 2020 - 07:41 AM, said:
That makes them viable as Mech killers especially if you the use of the R key to find damaged enemys to kill or maim.
So they have the same role as any other Mech in the game.
They can't serve a expendable scout because you don't have respawns and all the matches are fight at the same grids on most maps.
They can't serve as cappers because going capping reduce your teams strengh.
So what? Yeah, it'd be nice to see matches on more locations on maps. Things like alternative domination circle locations could help with this on some maps, changing up mechs won't make a difference. Anyway, if you take a look at comp you'll see scouting is super important there, however once you scout the enemy you also need to kill them. Thus scouts need to have guns as well, it's never enough to just say "they're over there", so you're not going to see undergunned scouts be meta with or without respawns outside of edge cases like a narc mech.
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IMHO indirect limiting like Ghost Heat (Yes, you can replace 6 Medium Lasers with Large, but you just generate much more heat than expected) don't work, and because it don't work PGI quirked up a lot of Mechs to make the viable, creating new problems like hard to kill light Mechs.
Ghost heat works fine enough imo. It's kind of a dumb mechanic, but it's not game-breaking by any means. Ghost heat also isn't the reason that lights are "hard to kill" (they aren't btw). The reason lights are VIABLE is that in a pvp game each class needs to be useful and so asymmetric balance is key. If PGI just balanced by more tonnage = moar better you would basically only see assaults. If you are struggling to deal with lights look to your own play rather than requesting that PGI buff the highest performing mech class in the game.
Edited by Brauer, 21 November 2020 - 08:30 AM.