I piked up this title yesterday and have played it a bit and while i really like the idea behind it there are a couple of things that really bug me. I've made a short list, and would definitely like your opinions even (and especially) if it is just to say that I am wrong on all accounts:
- games heavily biased towards clumping up in one big group and smashing opponents. Whoever focuses better wins. Tactics limited to what kind of weapons to bring and group formation.
Strategy seems to be penalized. Try to split, and you get mobbed and gunned down and the bigger group will focus the rest of your team.
- Core mechanics heavily biased towards focus fire. As a result early loss of player heavily biases game towards first-blood team. As a result tentative clumped up play is preferable as a general rule.
- “Strategy” in this game somehow refers to min-maxing your mech loadout and discussing various builds. More complex ideas about strategy (cap and run tactics for instance) not supported by game currently (in the sense that trying them probably gets your team to lose).
- match making prevents meta formation by forcing enemy composition to be similar to yours in a way. Counter strategies s.a. mass lights VS heavies cannot form because match making will give enemy team lights instead.
- match making ignores different power efficiencies between mech classes. Cicada class (at least free week cicada) seems under-powered when compared to free week jenner, yet takes more team resources from a match making perspective.
- different power levels based on load out and equipment. But more importantly old mechs > new mechs because they have upgrades. Match making responds to 4 premades grouping together in their maxed-out raven-3L by matching them against 4 free-week Jenners.
- no regard to different power levels between players. New comers in their free-week machins who solo-Q being eaten alive by veterans in their maxed out tech.