1453 R, on 06 February 2025 - 08:44 AM, said:
This isn't yet another a "Make Light 'Mechs Useless Again" thread. It's talking about Thunderbolts. Let's try and keep the Cauldron cantankering to a relative minimum.
The problem with Thunderbolts, and with LRMs, STMs, and Streaks as well, is that the lock-on mechanic as exists in MWO is both unable to be meaningfully changed due to lack of engineering capability and also just not well thought out in the first place. The system requires staring the enemy unflinchingly in the face with zero defensive maneuvering, and that makes lock-on missiles suicidal to use in higher-level play where you don't get ignored and people can aim. In order to make the weapons worth using at that level, they would need to be tuned to a level that would make them absolutely overbearing and impossible to deal with in lower-level play, where half a dozen 'Mechs can and will just completely ignore a target and nobody can hit spank-monkey nada anyways.
The Cauldron, reasonably and mostly correctly, balances primarily around high-level (i.e. T1) play, likely because balancing for the slop bucket at the bottom is something of a fool's errand. At that level literally anything goes and the winner is decided less by the capability of the weapons or 'Mechs and more by whichever side manages to make the fewest boneheaded nitwit mistakes. Lock-on missiles, at that level, have much more reliable damage than any other weapon type because bottom-bucket gronks can't hit bupkis regardless, so even 'nerfed' as heavily as they are, they can perform exceptionally well if you find a sufficiently dense brick to chuck missiles at. Make most of those missiles anymuch stronger than the whole thing would collapse at lower levels.
What really needs to happen is the entire lock-on system needs to be scrapped and reworked. Lock needs to be much quicker to obtain, and missiles made quicker and more responsive in flight, but lock also needs to break after missiles are fired and have to be reacquired. Ideally, time to acquire lock would be dependent on how many missiles one had equipped - if you only have ten tubes of LRMs your locks take less than a second to acquire, but if you have eighty tubes of LRMs it can take four or more seconds. Essentially, designs with smaller numbers of tubes can get those missiles out much more quickly and with a lot less face-staring, allowing missiles to be supplements to direct-fire, while canonical designs with egregious missile counts could get quirks to partially offset the otherwise huge delays in lock time if needed.
As it stands, if you're gonna do missiles you have to go all in on them to make the face-staring requirement remotely worth it, and that bites major hindus. It means missile 'mechs will always be annoying jerks that make the game less fun for everyone else, because nobody likes being hounded by hundreds and hundreds of LRMs from three different hundred-tube bloatboats just for slipping up positioning once.
Buuuut...since we can't do any of that, the best we can do is fidget with numbers until the weapons are relatively mediocre all the way down rather than "good in T1 and oppressive ultragods in T5" or "fine in T5 and completely worthless in T1".
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Look I'm not a anti light mech or medium player in fact I played mostly mediums and some lights in MWO for years along with all the other mechs in MWO but there not balanced right for tier 5-4 the thing is you cannot balance for just higher tiers and expect to retain new players this has been the downfall of MWO's and its low player base.
Back to thunderbolts at one time in MWO we had the system your talking about with fast lock-on's and a low target retention after a volley of missiles and lost target retention after each shot but all that went away in year 4 after lurmaggedon 1. it's too bad this happened but the game needs to be rebalanced for player retention not just T1-T3 players.
Sigh the thing is your right in so many ways but we did once have the capabilities for missals to be a viable part of MWO gameplay once with out to much face time, so your playtime was longer per battle even at higher tiers.
Part of the problem is no mech defensive ability's on mechs anymore with power creep on weapons also comes fewer defensive abilities to avoid direct fire in MW4 this was not the case a mech could reverse as fast as it could accelerate which means if you were smart you could basically dodge incoming direct fire and avoid massive missile volleys by backing into cover faster.
I have said enough, and it means nothing now PGI is really no longer in control of MWO and ENAD is taking over.
Edited by KahnWongFuChung, 06 February 2025 - 09:19 AM.