ScrapIron Prime, on 22 January 2022 - 03:48 PM, said:
‘Disagree. Having an ability to never suffer a downside for a hyper-specialized build effectively eliminates all drawbacks for specializing. You want to play a mech that is death incarnate at 300m or less and can’t do jack at 450m, go for it, just realize that you will have to figure out how to get within that range in certain situations. Ditto with a lurm lord or a sniperzilla.
You want to see crazy matches, give people the opportunity to swap mechs out with a drop deck once they know what kind of map they’re on… you will ELIMINATE build variety entirely. Oh sure, each player still has many kinds of mechs, but when HPG comes up there would be 10 snipers on each team. When Solaris City pops up, every mech on the team has 70 point alphas (or higher) and can’t hurt a fly at 800m.
so, no. Diasagree.
You want to see crazy matches, give people the opportunity to swap mechs out with a drop deck once they know what kind of map they’re on… you will ELIMINATE build variety entirely. Oh sure, each player still has many kinds of mechs, but when HPG comes up there would be 10 snipers on each team. When Solaris City pops up, every mech on the team has 70 point alphas (or higher) and can’t hurt a fly at 800m.
so, no. Diasagree.
Usually laser vomitters and snipers aren't bad at close range either. However, a brawler or a light mech with limited range has not even a way to shoot back
And actually that is the problem of the current gameplay: lasers and brawlers perform too well across the ranges and have no real weak spot. A brawler / light with close range weapons...100-300m and that's it.