Lycanstrom, on 20 February 2013 - 12:12 PM, said:
This has been bugging me since I first started playing MWO way back in closed beta. Why is it that we choose our mech and hit launch w/o knowing which map we're going to be on?
I mean.... if you were piloting a 3-story tall robot on some future world, don't you think you'd know where you were heading BEFORE you headed there? Of course you would.... and you would bring a mech that would suit the situation.
I understand that PGI likely wants more "well-rounded" builds instead of builds that are optimized for a particular map, but shouldn't it be our choice which mech we want to play and when?
I'm not even saying we should be able to choose the map. If that were the case, some maps would undoubtedly be ghost towns when people got bored of them. But I don't understand why we can't launch first, see which map we're being deployed to, and then have a 10 or 15 second window to choose our mech before the match starts.
Another thing the current system is guaranteed to do if left as-is: force you to spend CBills to re-vamp all of your brawlers once more Alpine-sized maps are out. Not that you can't bring a brawler, but you are limiting yourself on huge maps with lots of cover.
Video game. We have no community warfare for a logical planetary drop concept to be attached to. Thus the game must be tooled for what we have, which is match-based fighting. Wait for community warfare when you'd actually have a briefing and an actual selected target dropzone that would actually make a difference to a metagame. Otherwise in regular matchplay it just leads to the same loadouts on the same maps, and we've had plenty of that already. Scats and Splats for example, have been so good for so long because all the maps to this point have favoured their loadouts. They aren't OP so much as the maps enhanced their effectiveness and encouraged their usage.
The bolded part at the end there is a brawler-centric veteran player view. This is not a broad enough view to see why build diversity is a good thing for the game overall. The game has been brawlerific precisely because the maps we started with are so dink-butt. Look at River City, where you can trade shots with the enemy right from your bases, and be within facehump range in under 20 seconds. This map is a brawler's paradise, and pretty much useless for a support loadout. Doesn't mean it's a bad map, it just means that that's all we've had so far.
This set of maps was never meant to be the entire game dynamic, it's just what we started with and it's led to people thinking that brawling is the entire Mechwarrior experience. The more maps we get, the more situations people will find a one-trick pony to find itself either enhanced or detracted by the map it finds itself on. Proposed future canyon map would be hell for missile guys and a probable heaven for JJ-equipped mechs with good arm elevation/depression. Active volcano map is probably not going to be the favourite dropzone of a 4P or other energy-only loadout. Not every map should be optimal for every loadout.
And as has been mentioned earlier, post-grouping-but-pre-battle mech selection messes with the ratings system.
I have zero problems with private matches being setup by players to do whatever they want, but for the regular public gameplay it is a detriment.