Khobai, on 05 November 2012 - 04:29 PM, said:
I agree with the gameplay being stale. Base Assault is a flawed gamemode since it promotes highly defensive play. Generally whoever commits first loses and that often creates standoff situations. But its situations like that where its important to know the rules of the gamemode. For example, weve won matches like that, just by killing one mech on the other team, then hiding until the timer ran down.
The only way to eliminate that problem that is for them to introduce new game modes that force both teams to play more aggressively instead of just taking up defensive positions and waiting for whoever makes the first mistake.
There's actually some interesting WW1 trench warfare parallels there, a result of advances in weaponry not being matched by advances in countermeasures and mobility.
In MWO's case, we've actually had a retreat in terms of mobility w/engine restrictions. There is only really one "fast" chassis per size category bigger than light, and I've seen several posts arguing that nothing but a small, fast light can really dodge the incoming missiles. Everyone else has to duck into a trench of sorts and hope there's no clipping bug.
I won't lie, my current primary mech is a fairly close to stock CPT-C1 (dropped 2 HS and 2 MLs for 2 more tons of ammo, CASE and 2 SLs), so I love me some missiles (though I do a surprising percentage of my damage w/the lasers for a support mech). I wouldn't mind some adjustments to their agility, though. I'm curious if the game actually models flight paths for each missile, including turn speeds and radii, or if it just "decides" how many missiles will hit and tweaks the graphics to match. They sure as hell shouldn't be pulling 90 degree turns.
My point being, I suppose, is I would rather see better ways to avoid LRMs than seeing their damage output get nerfed. Artillery should be dangerous. Just walking through the rain SHOULD kill you dead. It shouldn't turn into trench warfare, though.