Just some feedback on the way the game plays out right now... I'll give due credit for it's beta status.
Some things I like.
I like the way beam lasers operate... the damage over time mechanic works much better than many other games I've seen. That much said, they should fire for longer and you should need to hold the beams on target longer. This would make them less effective against light mechs as you try and hold them steady on them especially if they're quickly dashing out of arc. That said, the beam mechanic does not work well for PPC's... they do too much in one big pulse, maybe if something more akin to the old slower moving energy ball flying down the field more like the AC type guns which also do their damage in a single big shot you need to lead.
Which goes to pulse lasers... pulse lasers firing their damage shorter bursts would be a great way to differentiate. In the board-game the entire point of pulse lasers was for use against small hard to hit targets. Getting more of their damage out in a smaller period of time is the best way to do this in a twitch game. It would mean that a light mech up against pulses would take a much bigger pounding than against beams.
Needing spotters for LRM IDF. I've always been a huge fan of steel rain. And I've always loved missile weapons for their flexibility just by swapping up ammo types. However, that said... both the spotting mechanics and the LRM's are badly broken. (touch on it in the dislikes).
The variable fire time mechanic is something straight out of the old solaris system. It works well for keeping DPS for underperforming boardgame weapons within viable ranges and making them usable picks. That said though... AC/2 or AC/5 should really only have half the DPS of an AC/10 or 20. Simply because you can fit two of them for the same weight when you have the option to do so...
I'm on the fence with the whole hardpoint mechanic though. It fits with the above point of with a single hard point you can only fit a single AC... or laser or whatever... so you're forced to go with bigger to fill out your tonnage. Though it does stop the old solaris VII problem of a 100 ton mech armed with as many MG's as space would permit.
Things I'm on the fence on:
Mech Xp and unlocks... needing you to have 3 variants to upgrade one core mechs more advanced pilot upgrades. Especially with a mech bay limited to 4.
Lock-on mechanics... I think the lock-ons should not be automatic hits. It's what singularly makes streaks so problematic and LRM's. Some kind of hit percentage should be in play based on mech size and speed. You get some 25 ton commando speeding across the field at 120kph... something similar to the old base-to-hit would work. Say a 10% chance per missile at the extreme in the wide open. Something simple... for every 25kph... -10% chance. if firing indirect -10%, then some kind of target sizing factor last.
Speed is not life due to the above... speed is only life close in where you can make angular rates really high and make twitch, fire arcs, and tracking an issue.
Putting more 'scatter' on normal shots wouldn't hurt either. Instead of always pin-point aiming where you aim. At longer ranges this would make a bigger deal for smaller targets.
On the fence on AMS mechanics... it's almost mandatory for surviving LRM swarms... don't know if it works against SRM's especially streaks as well. Need to play with it more to learn more. The high capacity is kinda necessary since it triggers for any hostile missile near you even if it's not aimed at you.
Dislikes:
If you don't have an organized gang... don't bother to play. This really needs to be fixed badly. Not only that the user interface is not friendly at all for finding and joining groups. Newbie mechs and singletons pretty much exist only to be meat for the other players to farm cbillls on. This is because the devs have pointedly broke core game mechanics and turned what should be quite playable mechs like the centurion into deathtraps. It's no fun being rofltstomped because your team is outtonned badly by the group of 4 atlas's chuging together over a hill into the scoring area.
Shake and blackout mechanics... they're too pronounced and give too much advantage to things that do it.
LRM and scouting mechanics. From the mechlab armor and structure is apparently doubled from book. Fine... But there is no excuse for an LRM-20 doing 40 damage if all the missiles hit! The damage is doubled AND the damage potential of a ton of ammo went up 300%!!! (board game... lRm's get 120 point of damage per ton... of which you'll normally score about 50 if you're good... when you hit, just over half the missiles normally hit). But here they're at two damage per missile! SRM's also had their damage increased but they stay close to the book 100 missiles per ton. So, in short... LRM's get too many missiles per ton and doubled damage per missile is too much! Also it would be better if they launched at say a 45degree arc... rather than firing straight forward along the ground like terrain following cruise missiles.
That said... if you double the amount of Armor/structure on mechs... the amount of damage per ton of ammo needs to be doubled as well. Otherwise you give energy weapons an undue advantage since they don't run out. if you can only chew through 200 points of damage ever with a purely ammo based mech you'll never due anything to the mech that needs 300 damage to go down. I think this is one of the problems in prior mechwarrior type games.
Light mechs should be harder to notice and lock onto at range. it's the only way to make them viable scouts. In any twitch game, the benefits accrue very quickly to the assaults why... in the board game speed is life... I can count on only 1 in 10 of shots fired at me to actually hit. In a twitch game that's more like half or more! So light mechs get screwed over simply because they can't use their movement and the 'quantum' nature of board game movement to stay out of firing arcs while they get hitscanned to death by big mechs. As it is, they're as easy to notice as a big mech and can't take the inevitable LRM hate which comes there way even with AMS equipped.
So in much shorter words... the bigger the mech the farther away sensors should pick it up. The smaller, the shorter. This would enhance the scoutting spotting mechanic. Instead of making large sniping mechs the best spotters able to tank some damage while dishing it out.
Heat mechanics are completely broken. Small lasers have a 100% increase in heat... from book, yet the same damage. DHS's are completely broken and render attempts at playing a laser boat dead letter. Seriously running + 4 SMALL LASERS should not over heat a jenner with dhs upgrade and extra's installed. Energy weapons really need their heat returned to book values. Balance them by changing their fire rate... not their heat. Even cold maps where heat dissipation should be enhanced to give energy mechs an edge over ammo don't seem to. (i can see making hot and cold maps where heat dissipation is slightly more or less effective than normal to give better conditions for various weapon types).
This may not be canon, but DHSs have always been the single biggest and most effective upgrade available to any mech in BT once available. I'd suggest that all mechs be equipped with them or this be cheap upgrade merely for balance sake. Because lets face it.. it's almost an i-win button for most designs. (excepting gauss boats... but the way the game works even lB/10 boats suffer from heat problems!). I don't think there can be any balance between single and double. This tech disparity is too much.
Too many chassis of the same weight and speed... and not enough difference. I rate as one of my mistakes buying a jenner. Why? Because the hit profile makes it too easy to blow it's cockpit or CT to hell! (that is also made worse by the streak problem). So having two 35 ton chassis tends to result in one superior one (the raven) just because it's harder to target essential locations on it! With artwork I can understand the limitations... but side torsos should be shaded more to at least equalize damge areas.
Game realy should try to put out a 20, 25, 30, and 35 ton weight chassis for the lights... (well maybe not a 20... never cared for locusts and the like). But with the customization you can pretty much build almost any mech type you like with any weight if so. The lack of 55, 70 and 75 ton frames is rather disappointing. Good canon mechs have been added in here since the unseen disappeared... stuff like the lineholder would work well (55, as well as giving an off the shelf medium with a reasonable speed without rebuilding it completely via customization at 5/8/0... variants with jj's would work well also). Flashman (75) and Grasshopper (70) would also be good candidates as non-unseen.
Speed more than weight determines role... fast heavies are nigh indistinguishable from mediums in board game play. Yet the selection includes lots of slow *** mediums who are nothing more than smaller inferior heavy mechs since they're all 4/6 mechs designed for slug fests and little ability to disengage once engaged in a fight. Of the chassis... we have a 40ton, and two 50ton picks again. Both the 50 ton picks are slow *** wannabe heavies at 4/6.
I tend to grade mechs as scout, skirmisher, strike, line, and assault... Scout lightly armed and fast with a lot of sensors and support electronics. Scout-killer, light & fast loading up on firepower instead of ewar. Strike/skirmisher... fast mediums and heavies... can take a hit and give one back, but highly mobile and able to outmaneuver groups of line mechs. line mechs, your 4/6 backbone units that form the main battle line/group, sluggers who take hits and give em out. Assaults even slower than line... but bring the firepower to back it up... once engaged not enough speed to disengage at all.
Edited by Falconer, 04 November 2012 - 01:54 PM.