I had written up some thoughts and was looking for an appropriate spot to post them; this looks as good as any...
An Open Letter to Piranha Games
Dear Piranha Games folks,
I'm very impressed with Mechwarrior Online, both as a longtime Battletech fan and as a player of the past PC games. Extra kudos to you for making it effectively free to play. However, a couple issues have the game balance out of whack--compared to others of the genre--and are barriers to me, and I suspect others, wanting to invest real money in it. Because you're still in beta phase, I offer these suggestions in the hopes of making a good thing better.
#1. What happened to my sensors?: This is the first 'Mech-type game I've played--and I've played a lot--where you can't get any reliable radar or minimap fix on your opponents, even at the shortest ranges. Once you do, this flimsy contact is lost once they step behind a rock or building. This reduces a lot of matches to what I saw one teammate refer to as "Giant Stealth Ninja Robots" instead of tactical 'Mech action; namely, who can sneak up behind opponents and back-shoot them while their radar shows nothing? That's fine for a FPS, but silly for this setting; 'Mechs have radar, cameras, and seismic sensors and should be able to detect anything up close and many things that aren't.
Solutions: Make it easier to show and track enemies, at least up close. If a 'Mech steps directly behind you--or anywhere within say a 200m radius--it should show up right away. Make this a feature of the Beagle Probe, if nothing else.
#2. ECM and the ghost 'Mechs: I was recently rereading a classic Battletech novel where a character developed the mystical ability to avoid any computer weapon locks on him. This was confined to a handful of people and apparently written out of the canon later, but in MWO it's alive, well, and widespread thanks to ECM. I can be staring at an enemy but unable to get any kind of lock or even bracket/target data; meanwhile he's under no such compunction and usually blasting me (often with LRMs, see #3).
Solution: Classic Battletech rules had ECM jamming Beagle probes, Artemis, and Narc Beacons, and nothing else. It should do the same here, not prevent any kind of lock. I could live with it also slowing but not stopping missile locks. If anything, ECM should be a rough beacon for sensors, because it's basically a high-powered radio emitter.
#3. LRMs or ICBMs?: I regularly find myself being shredded alive while under a missile lock by people unseen halfway across the map (who half the time have ECM so I can't return fire; see #2). The main problem is that missile damage is too high: damage charts say an LRM-20 does about 3 times the damage of a PPC. It should be more like 2 times as per the balance worked out in classic rules. A second problem is that LRMs home far more than they should, making evasion difficult. These are supposed to be dumb-fire weapons. A third problem is that the blast/shake effects on the cockpit are too severe: one LRM-20 flight, let alone two, will severely throw off your aim and darken your vision, making it that much harder to defend yourself.
Solutions: LRM damage needs to be lowered proportionally to match other weapons at a similar ratio as in classic Battletech. Non-Artemis or Narc LRMs need to have much less homing ability; their speed to target should be increased to compensate, and they should fly to where the target is expected to be when they arrive (and have a higher chance of missing if it isn't). And blast/shake effects need to be toned down.
#4. Light 'Mechs are not fragile enough: I imagine the near-doubling of armor ratings compared to classic rules was to make games longer and more enjoyable. With light 'Mechs, though, it's taking things too far because of their speed. A
Raven now has about half the armor of an
Awesome or
Stalker but can literally run rings around it and kill it fairly easily with back shots. By contrast, I can paint it repeatedly with multiple large lasers--when I can hit it--and not kill it. One light 'Mech, let alone two or three, are a match for any assault, which flies in the face of Battletech's rules and spirit.
Solution: Armor values for light 'Mechs need to be reduced, even halved. One or two PPC/large laser blasts needs to start doing internal damage. Lights should be for recon, not
Atlas-killers, and live or die by their speed alone. They need to fear assaults, not the other way around.
Thanks for the consideration, and for making a fun game.
Edited by Aidan Pendragon, 09 January 2013 - 07:31 PM.