This game definitely needs to buff LRMs back. From all metas that were dominating this game throughout these 10 years, LRM spam was definitely most fun out of all of them...
/s
This post is imho very biased and subjective. Map design is really an issue. It always has been, because there are still abusable map locations, that are still unreachable without running through open ground.
Sniping (800m +) in general is only as effective as you complain about, because it punishes bad positioning and movement. Now im not sure, if you are the streamer Moadebe, but if you are, i can see where you are comming from, but while i do, i dont think having 112 close range alphas as the most optimal way to play, is any more fun, than having gauss and ERLL spam.
People in here like to complain about cauldron, but i do believe (my unbiased opinion), that game has never been more balanced than it is now. While some playstyles (like slow high alpha close range assault brawlers) are objectively worse than a fast moving mediums, light skirmishers, it is much better than having only one playstyle available, while variety has been thrown into oblivion.
Premade group of 4 face hugging arctic wolves stacked with srms, or a group of face hugging piranhas and fleas, is as much deadly and ''unfair'' as is going against premade of assaults and heavies, stacked with blue lasers and gausses camping one location.
Also, many times, people fail to percieve, what really is melting them down. I watched couple of minutes of your gameplay. You were in SR Koloss, with 2x LBX20, and 6x SRM (112 at 370m optimal i think). You were also in Rubellite Oasis d6 low ground, getting melted from d6 high ground, by a lance of high alpha clan builds featuring HvyLLs, cErML and Gauss/Hags at 500m, automatically dumping them in ''meta snipers category, while you were in fact being melted by, bad postioning, bad movement (running away through open ground with one of the slowest mechs in the game), and by true meta of this game, which is high alpha
MEDIUM RANGE (please this is very important).
So... i don't like the idea of balancing the game for people who don't know how to play what and when.
I say no to cDoubleHeat sink nerf. Why? Because that would be completely missing the real reason behind these builds. And that is skill tree. It is the skill tree implementation that allowed some of this high alpha 'power creep'. Why should be double heatsinks be nerfed? It would only make heat skill modules even more essential. Goodbye variety i guess. Don't nerf heatsinks,
remove skill tree. Problem solved. No more blue lasers shooting from 1800m, no more 70 to 100 alpha builds at 0 to 600m, and no more lights capable of soloing a assault mech. Although i don't think any of that would necessarily make the game more attractive to new players.
Now. HAGs...
HAGs were poorly implemented imho, because the way they work, essentially makes them much better than cAC of anykind (UACs including). It is not clear what they are supposed to be, while being effective in all range brackets and situations. PGI/Cauldron will be nerfing them, to the point when they are absolutely useless. Instead rework UAC jamming mechanic, and make cAC 10 and cAC 20 one projectile. There is absolutely no reason for me to take those otherwise, because HAGs are simply better the closer you get. If you want to nerf them to the ground, increase their burst duration even further, to make them suck more the closer you are, demanding longer face time. Just look at XPulses. They are so bad, because they are ''dps through look at me!'' If you want HAGs to be effective only in certain situations, nerfing their burst time would definitely do the trick. It would however completely kill the weapon, making it good only in lower tiers.
Sorry, but im against buffing LRMs through nerfing ECM and Radar Deprivation and/or buffing target decay, as long as its possible to make LRM100+ boating assault builds. I can guarantee you, that premades of LRM boating assaults (best with a narc raven), will not make this game any more dynamic and fun, than any other meta this game featured before. While LRMs are essential to BT, from my personal experience, and in my personal opinion, they are more cancer to fight against, than long range snipers. Not to mention, that LRM dont counter anything you complain about. You are merely adding more pug stomping possibility.
I am also against the idea of a buff to ''super fast'' light mechs of any kind. Just as it is your subjective opinion, that ''sniper''s are ruining experience for you, having a ''super fast'' light mech that can go from -40 to 160 kph in 0,5 seconds, is what kills the game for me. Add masc and movement skill modules into equation, and wuala, you have much more inferior state of the game, with better overall weapon balance.
Conclusion: While i see that you want to play this game certain way, and want to have the state of balance optimised around it, i disagree with almost everything you've said in this thread. Asside of new weapons (xpulses being dog s..., and HAGs being the best medium and close range clan projectile) balance of this game has never been better. Skill tree is what broke the game balance in general, remove skill tree, and alphas will go down, snipers will come closer, light mech power creep will go slower.
Admittedly, i don't play this game much anymore, but not because of the games balance, but because this game is outdated, without anything new coming our way (pvp wise). But if i had to make a list, of things i don't like about current state of the game, i'd put (super fast) light mech power creepis at the top of it.
Edited by MechB Kotare, 18 November 2023 - 05:20 AM.