VeritasSuperOmnia, on 14 February 2021 - 06:24 PM, said:
1) The core mechanics of armor and weapons (Battletech and older MW games) were based around having far less cover than is provided in game. This is the reason stupid things like lights and mediums owning heavier mechs in trades exists. Lots of cover = more opportunities to fire and duck behind something before a heavier mech can even rotate to see where it's been shot from. This also exacerbates poptarting (currently of the ATM and 3xERPPC variety). The excess of cover on most maps also is the core reason why NASCAR exists. Less cover would mean longer sight lines and and an element of real danger when trying to flank right non-stop i.e. NASCAR. This is also the reason why heavies like the Timberwolf are in such a bad place right now as Sean Lang referenced in his thread and video, as they have neither the agility to avoid incoming fire nor the armor to take the repeated hits from being a big slow moving target.
2) The lack of tactical objectives on the maps. Battletech and MW games in general are adaptations of real world battles. In battles you have specific weapons platforms for fulfilling specific objectives. In older iterations of the game, more tonnage your mech had, the more dangerous is was, but it could no longer fulfill some of the tactical requirements. Want to bring a Direwolf to this escort mission? Too bad, that hovertrain you're supposed to be pacing just gapped you and got blown up by enemy units because your mech wasn't fast enough to engage the enemy. This is no longer true as the lack of playing for objectives has made every MWO game into team deathmatch and as a result the only thing that matters is a mech's lethality. Why would you bring a Raven to the game for it's scouting and NARC capabilities, when you can drop in a Flea that is so fast and agile it can effectively survive more damage thrown its direction that an Annihilator? Why bring a Charger to the game when the need to cover large distances to rapidly redeploy assets in response to new scouting information is not something that happens in MWO? Just bring an assault that is fast enough not to get NASCAR'd on with the best hitboxes and pod space (cough MCMK2).
The problems with chassis and weapon balance will be much easier to sort out if these two things are addressed first. The only major tweek I see that would be needed is to increase the CD of LRMs to the point where they are long range fire support systems again rather than DPS systems. I think you'll find that everything else will fall into place nicely. I implore PGI to set aside development time for new/reworked maps and implementing game modes that incorporate tactical objectives. You will breathe new life into the game if you do this.
I agree as a tabletop player this game is complete ***, but i can't see it changing any time soon, the FPS customers enjoy the current version far to much and have a firm grip on the devs.. I honestly cannot ever seeing this game be anthing more than it is already..
Its about as Battletech as Call of Duty.. but the modern players seem to love the ADHD gameplay sadly. I enjoy the stompy mechs but i don't ever expect a good battletech experience out of this game.. the TTK is to fast and the design is all wrong.
Enjoy it for what it is or move on imo, thats about the extent of it.
SirSmokes, on 15 February 2021 - 07:55 AM, said:
My idea would be this tagged targets get a strong lock and narc targets get a strong lock. But say a single mech is targeting a mech on it's own that would be a weak lock for LRMs. If more mechs lock the same target 2 mechs on same target it's a medium lock. But you would need 4 mechs locked on the same target to get that strong lock. This way someone can't just sit back with a mech locked on a single target and do full damage. It would make LRM mechs want to try and get there own locks more and if it's a team working together they need tag or narc or all those mechs locked on the same target.
LMAO those walls of text make my eyes and brain burst in to flames. I read words as a whole so walls of text its hard to focus for me it like trying to read anything all at once
I wish i could upvote this a thousand times.. Pugs would have to learn team work or be killed.
VonBruinwald, on 15 February 2021 - 12:34 PM, said:
I don't think they need to be fixed.
The current meta is all or nothing. AMS is there to counter LRMs but most players won't take it unless they're running a 3x or 4x build.
There's no point in further nerfing LRMs until we start seeing 6+ AMS equipped mechs on the field every game. Until then it's a case of people having a counter on hand and choosing not to use it (then complaining).
There's also a bad mentality amongst LRM haters that AMS should completely negate LRMs but that's not the case, it's there to reduce damage, not prevent it completely.
Most don't take it because either the omni pods have excluded it or the boatload of weapons needed to pad your damage to get a positive PSR exclude it.. I know damage to get a psr uptick is wrong but the perception is there and in some ways it does work currently, damage kills, damage wins is the motto of MWO..
Not skill or teamwork, damage is paramount.
Also single AMS does jack **** against groups of LRM boats raining death on you at once hence the reason for more.
Edited by Samial, 15 February 2021 - 07:50 PM.