So. First post in
quite a dang while after dropping this game for...****. Two, three years? Longer? But I ended up getting dragged back in by a couple of buddies a couple of weeks ago and have been spending time trying to remember how to shot web. Apparently Piranha has given up entirely on balancing and adjusting the game themselves and have assigned this task to a group of players with a couple of codemonkeys with XML edit permissions?
Okay. Sure. Why not.
Ignoring the whole "respawns are good/bad" argument for now, figured I'd take some time to try and organize my thoughts as a recently returning player playing in this New Patch environment with a small group of friends (me, my brother, and our Texan redneck attack doge) in the slums of T5 Puglandia.
1.) AMS is
freaking everywhere. When I played a few years ago, teams would have maybe two AMS units per twelve-'Mech side. Nowadays it feels more like there's two AMS units
per 'Mech. I understand AMS got enormously buffed in this Cauldron patch folks're talking about and apparently it works now. Yay. But man...I tried piloting some of my old favorite 'Mechs, most of which centered on ATMs, and ATM launchers are pretty much entirely useless at this point. Shoot one guy, watch 8+ AMS launchers chew your missiles to bits practically before they're finished leaving the tubes. It's wild. I've started working with LRMs again just because smaller-count launchers never seem to accomplish anything. That sucks, considering how difficult it already is for Clan 'Mechs to make use of small numbers of missile hardpoints. The ATM-20 was basically the only weapon worth taking a one-off of back in the day, and now it's just...not.
In related sadness:
1a.) Small missile launchers still ******* suck unless you use lots of them. There's no real point in running an ATM-3 or two on a light 'Mech, or playing with LRM-5s or LRM-10s unless you can stack up 5+ of the damned things. It annoys me and I hate it, but I can't think of a way to fix it with nothing but XML edits. I've pondered for a while on whether a 'Guidance Strength' mechanic might be useful for missile creeps. Rather than having all missiles behave identically, give each 'Mech a Guidance factor on missiles it can effectively lock on with and guide. Firing more than that reduces the tracking strength of each missile, since you're overloading your targeting systems with more warheads than it can effectively control. If we could do that and limit most 'Mechs to 20 or fewer warheads they can guide before losing strength, then the base performance of missiles could be improved and AMS could be reined in some because firing a giant fuckoff splathorde of homing munitions would be significantly less effective than firing smaller numbers of warheads more often. it'd be a saturation or desperation tactic, or the sort of thing that only works if you've got TAG and NARC in effect to offset the lost performance.
Obviously the number of warheads any given 'Mech could have in the air at once is specific to each 'Mech and there'd have to be fiddling and experimentation that we're never gonna get...but hey. Pie in the sky dreams, eh?
2.) Micro lasers somehow became usable? They were always a super weird weapon in the tabletop fluff, something that you
could put on 'Mechs if you were a weirdo but were invented mostly for the sake of battle armor. I came back, all my old 'Mechs sucked, but then I decided to try a 'Mech I almost never used back in the day on a lark - a Black Lanner fitted with micro pulse lasers and machine guns, after a pack of three of them ripped me an astonishing number of new ********. That thing has been, far and away, my top performer since I came back. It makes me wish the arms didn't come off of my old Vipers as easily as the tabs on a soda can, I miss my Vipers. Only 'Mechs in MWO that ever actually
JUMPED when you pushed the "Jump" button.
Nevertheless, I saw a lot of mentions of uPLs basically being way too good and needing to get reined in. Okay, I guess, but can I throw my vote behind the idea one previous poster had about repurposing them? Super-short cycle rate and burn time, lower the damage a lot, and turn them into laser machine guns, like back in Ye Olden Times of MW2. I really like that there's plenty of options for smaller, faster 'Mechs to run with now, instead of "you boat cERSL or you put this 'Mech away" and would prefer to see a diversifying of roles rather than just "welp, these need to suck again." I get that micros step on smalls, that's kinda what happens when you get four grades of a thing, but that energy machine gun concept sounded awesome.
3.) Are PPCs really an issue again? Full disclosure, I'm absolutely in the bottom of the barrel down in T5 Puglandia, nobody here is known for their superlative accuracy...but most of the time when I get hoosgow'd by giant splattery alphas from fat 'Mechs with giant PPFLD guns, it's because I poked my nose out where that nose had no business being and I paid the price. Occasionally I pilot a fat 'Mech that can't duck and weave well and I get smeared by enemies, but that still feels more like poor positioning and the natural drawback of piloting some ungodly overweight monstrosity with more guns than a Soviet training camp instead of my usual svelte little cruisers. I've rarely encountered a situation where I died to PPFLD and could not directly attribute that death to either my own ineptitude or the attrition of a match leaving me in a position to get smeared.
It's more been interesting to see PPCs again at all, they'd practically disappeared from existence back when I played. It's one of the relatively few things MWO ever managed to do well - as an almost purely Clan pilot I'm
desperately jealous of light PPCs and MRMs, and only somewhat less jealous of rotary autocannons. I'd skin a hundred squirrels to be able to stick a rotary AC/2 on my spiffy new Hellfire, and I'd skin even more squirrels to have the option of light PPCs for things like the Black Lanner, Arctic Cheetah, and other non-Piranha smolbois.
4.) M.A.S.C. feels
great. I'm not sure what happened in the long years I've been out, but I've been getting so much use out of M.A.S.C. on the 'Mechs that have it that I find myself jamming the M.A.S.C. button on 'Mechs that
don't, instinctively trying to get that mobility boost. it's not even the speed so much as it is the physics-defying, G-force-inducing instant reverses you can pull off. If M.A.S.C. is this good on everything, the Sucksecutioner or Spirit Bear may even be worth piloting again. I mean...I know better, but still. if jump jets could get this same treatment please, that'd be
awesome. And I know the Cauldron team is stuck with just XML edits and can't do anything major, but it'd be super nice if we could get a few M.A.S.C. nodes in the skill tree in the pipe-dream future. Splice them into the Mobility tree somewhere near the bottom, maybe. **** like increased cooldown or increased effect, some way to really double down on M.A.S.C. the same way you can with almost everything else.
5.) Bolt-ons are ugly and obnoxious and they make you look like a jumped-up Periphery robber baron wannabe with delusions of
hardkorness. So...a perfect addition to MWO, really. I will
never buy them but they make it ever so much sweeter when I kill somebody whose 'Mech looks like a rejected extra from
Mad Max 3099.
6.) If all we're doing is XML edits, how the hell is the Cauldron expected to rescale 'Mechs the way everybody says is happening later? And why are we rescaling 'Mechs at all? We did that once before and it accomplished exactly frick-all. Geometry has always mattered far more than sheer size unless you're unrealistically tiny or outlandishly huge, and very few 'Mechs fall into either end. If the tabletop art designed by people who never had to think for more than three minutes about whether this particular design is remotely viable on a real battlefield dictates that your 'Mech has absolutely terrible geometry or hardpoint placement, no amount of scaling will fix it. Your knee-mounted guns and glass shoulders will still get you killed.
And just because, I suppose I can throw out whatever-it's-worth comments on the whole respawns thing. Again.
7.) Respawns won't "fix" stomps in Quick Play. Stomps happen because of the snowball effect of people's stupidity. People poke at the wrong time, get their nose shot off, and then get scared and timid and refuse to engage properly for the rest of the match. Stomps happen because the "sniper" in the back who's fired his weapons three times in twelve minutes thinks he's ever so much smarter than all the people who died trying to carry his worthless *** to victory. Stomps happen because the over-aggressive players who hate watching a team **** off and shimmy and dither away its chances for victory by humping rocks instead of fighting tried to dive too soon and got themselves extinguished for their efforts (gulty

).
Giving stupid people more 'Mechs doesn't fix stomps. It just means stomps last longer and the winners have to chew through more 'Mechs to do it. Which is super cool for the stompers, I suppose, but does nothing save prolonging the pain of stompees. Nah. Better to try and tutorialize newer players into
not growing up into those *** tumors in the back that think it's okay to put one RAC/2 and two LRM-10s on an Atlas and spend the whole game trying to avoid taking damage. The Cauldron can't do that and Piranha doesn't care to, so mebbe take some newbies under your wings and mentor them? Who knows.
...I think that's everything I can reasonably talk about, and this is enough words as it is. No telling if I'll stay for long this time, but hey. Hi, everybody. This game still sucks, but at least the inmates have a say now, eh?