justcallme A S H, on 04 August 2021 - 06:06 AM, said:
You are completely vulnerable to being pushed if it takes you 10seconds extra to cooldown so simple logic suggests you bring more heat efficient builds (ie, lower alpha/damage).
Vulnerability to pushing is this big "balancing weakness" that comp players cite as all the reason in the world that a build is sufficiently weak. The problem comes from when players are actually grouped up as a team (you know, like the game is supposed to be played) and while that one player is cooling down, he's got two or three teammates covering the approach avenues to his position. Sure, player A is vulnerable to being pushed because he's busy cooling down, but as long as players B and C have him covered, player A on the opposing team hasn't a prayer for actually pushing on him before he's ready to fire again.
I say this from experience: every time I see a build that's super powerful but vulnerable to pushing, and I push it, the entire rest of that player's team makes swiss cheese look like a more solid wall than my 'mech. Whereas if I don't push that 'mech, it goes about one-shotting side-torsos on my team and using cover to deal with its excessively long cooldown period.
I also say this from the perspective of having used the new trial Hellbringer for whatever event it was that we had to use the trial 'mechs right after they were changed: without skills, that has a very high heat alpha, and a very long cooldown, but it's still a viable build to someone who can poke out, alpha strike, then hide until the weapons are ready to fire again. Once I figured out that playstyle, my damage numbers went up extremely high, in spite of the "10 second" cooldown period.
Who knows? Maybe Comp Players are too used to carrying their entire team, so they need to be able to fire everything at a moment's notice at all times, but for anyone relying on their teammates to watch their back, cooldown time is not the big weakness that you guys seem to think it is.