While I’m waiting for hot mech action, I am currently playing WoT. As some of you know, there is this idea of light, medium, heavy (tank killer)and assault (heavy tank), plus artillery. You can also win points for scouting and stuff.
Still, nobody in his right mind is playing light tanks, and medium tanks are playable only at their max tech level. Light and medium are fast, agile, you win point by scouting, you are the bane of campers (artillery), so they should be fun to play, right?
Well, not that much, because:
- You will be one shot by any heavy tank, tank killer, and most medium tank
- You can’t damage anything else than artillery and light tanks.
Problem 2 will probably be solved in MWO, since there is not test for penetration (kinky!), so even with an urby, you will chip at the armor of an Atlas, or even go for the kill if she’s badly damaged already.
But problem 1, being one-shot by anybody lucky enough to touch you, is still there. With a Jenner, you have at most 9 armor and 11 structure, which means that an hunchback can OS you, or take off one of your limb in one second. You will go down fast.
Yes I know, you don’t fight an hunchback or an Atlas mano-a-mano with a Jenner. You are fast, nimble, dance like a butterfly, sting like a bee…
Yeah, well, let’s get real, you will probably still go down fast, because of lack of madz skillz, surprise effect, or plain bad luck.
So, what to do? Well, I’m thinking, let’s give you another chance...
Enter the tonnage balance:
Let’s say that it’s a 100-points tonnage match. You can play:
- One Atlas (100t)
- One Catapult (65t) and one Jenner (35t)
- Two Hunchback (50t + 50t)
- Two Jenner (35+35t) and one Falcon (30t)
I know, you could have an Awesome (80t) and a Flea (20t). But the Awesome is an assault, so no, you can’t.
Let’s now say it’s a 50 points tonnage match. You can play:
- One Hunchback (50t)
- One Jenner (35t)
- One Falcon (30t) and one Flea (20t)
How does it (could) work:
At the beginning of the match, you select the mechs, and the order of respawn. For example, you can go Catapult then Jenner. So when your Catapult is down, you respawn in the Jenner. Or Jenner then Catapult.
In the first scenario, you have massive firepower in the beginning of the game, helping your team to take out the biggest target (like this badass black and red Atlas coming hot), and then use your Jenner to finish the game, capturing objectives or finishing damaged targets.
In the second scenario, you scout with your Jenner, marking targets, coordinating strikes, backstabbing wandering mechs… And when you get down, you come back with an heavy mech, which is bad news for the other team.
So IMO this kind of balanced match add 3 things (at least) :
- You can play a light scout without fear of seeing your game end after only 5 minutes (no fun in that!)
- When you are playing assault, you are the king of the battlefield, but don’t get cocky: you will be targeted A LOT, and when you’re down, it’s game over.
- One layer of strategy in an otherwise more tactical game : should I go light first, or last?
We will see in beta, in guess…
P.S : sorry for my English, I am Belgian (sort of like a French, but with good chocolate and a better attitude )